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Great question. I'd love to know if anyone has had any success with handheld buttons/bluetooth remotes or similar, too.


Because the comment is just a copy/paste of the content at the URL at the top of the comment; which doesn’t add anything to the discussion, because it’s not discussion at all. It’s just a wall of text, it’s not clear to me why you’re posting it as a comment (vs linking to it), and simply regurgitating copy/pasted external information isn’t helpful or interesting.

Next time, write a sentence or two of context about what you’re going to link to — who wrote it and when, why it’s interesting, and how/why it’s relevant to the topic at hand.

There’s almost never a need to copy/paste wholesale external content into an HN comment. Especially true when said content is literally linkable, and actually linked, from your comment!


I’m sure that structural engineers will be heavily involved. While there are some things to consider or worry about, I don’t know that any of your concerns are actually valid things to be overly worried about.

They’re certainly all solvable and I have no doubt that the PE(s) putting their stamps on it will have valid proven solutions that check out mathematically.


I've done a lot of work on realtime obstacle avoidance that scales well (targeting ~60-100k agents) -- steering behaviors, flow fields, RVO2/ORCA, and lots more -- for agent-based "old school" tycoon-style simulation games. :)

I'm super intrigued by what you've created, especially to hear about running it in a compute shader! I'd love to talk with you more about it, if you're open to it? I briefly looked for a way to get in touch directly but didn't see any contact info -- my email is in my profile, I'd love to connect! :)


It appears to be back online as of 8:30AM PT. I saw it down an hour ago or so, but seems to be operating as usual again now.

That was quicker than I had expected, though I thought they'd probably find a way to avert even a temporary shutdown to begin with.


Love it. SimAirport makes extensive use of flow fields -- they're one of the numerous different pathfinding/following systems we use in the game -- but a very important one as they obviously can scale extremely well with agent count.

In SimAirport they're used in a hierarchical way, primarily & specifically for "one level" of the game's overall hierarchical pathfinding systems (longer-distance paths), and they're critical to the game's ability to handle lots of agents.

Always love seeing your content here, Amit! :)


  Location:  Las Vegas // London
  Remote:    Yes.
  Relocate:  Yes.
  Technologies:  C#/.NET (+Unity), JS, Ruby, PHP, Python, HLSL/rendering/shaders, C - and many more.
  Résumé/CV:  Upon request.
  Email:  hn@dantonio.info
Entrepreneurial senior-level software leader with >15 years of experience and a proven track record of successfully delivering results. Wide breadth of technology knowledge and business experience.

Reach out if you have something that might be a fit! :)

hn@dantonio.info


Love this. I'll be reaching out. :)


Somewhat tangential, but here's a cool somewhat open-source project related to Dolby Atmos:

https://cavern.sbence.hu/cavern/

https://github.com/VoidXH/Cavern

The visualizer, which is what I was _most_ interested in (along with software decoding) is written in C# and the rendering is done in Unity -- both things I valued & thought were cool. In theory, you could build a DIY multi-channel "receiver" with this type of software if given enough audio outputs (and/or put something like Dante to use).

I explored it a bit further but it's relatively cost prohibitive, especially if you want to do something like accept HDMI input, it gets messy. AFAICT, at least when I went down this research path a few months back, even finding & getting dev kits/boards with HDMI input (of semi-recent generation) was non-trivial & pretty pricey.


I'm having trouble figuring out what cavern is exactly. Does it somehow relate to Dolby Access? https://www.microsoft.com/p/dolby-access/9N0866FS04W8

That is, is it an audio renderer that does player side mixing into N channels? Dolby Access does it for headphones and for up to 7.1 surround systems

I'm new to this whole audio format thing and I'm just trying to figure out how things work, as all of the Dolby stuff is very "magic behind a licence fee"


I wonder if this could be adapted to spatially-tracked headphones, or even wasd+mouse


  Location:  Las Vegas // London
  Remote:    Yes.
  Relocate:  Yes.
  Technologies:  C#/.NET (+Unity), JS, Ruby, PHP, Python, HLSL/rendering/shaders, C - and many more.
  Résumé/CV:  Upon request.
  Email:  hn@dantonio.info
Entrepreneurial senior-level software leader with >15 years of experience and a proven track record of successfully delivering results. Wide breadth of technology knowledge and business experience.

Reach out if you have something that might be a fit! :)

hn@dantonio.info


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