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Hi, my name is Jonas Hack. I'm a <bclass="gradient-text">Game Programmer</b> by trade and <bclass="gradient-text">3D Artist</b> by hobby.
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I recently graduated from TUM with a B.Sc. in <bclass="gradient-text">Informatics: Games Engineering</b>, and am now starting the masters.
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<!-- My specialized interests include <b class="gradient-text">Graphics Programming</b>, <b class="gradient-text">Tool Dev</b> and bit og<b class="gradient-text">Virtual Reality</b>.
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Recently I graduated from TUM with a B.Sc. in <bclass="gradient-text">Informatics: Games Engineering</b>, and am now starting my masters.
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Currently I'm looking to join a preferably Munichbased studio, either as a working student or even full-time.
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Currently I'm looking to join a preferably Munich-based studio, either full-time or as a working student.
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@@ -277,13 +277,13 @@ <h4>View on Github</h4>
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This script automatically <bclass="gradient-text">differentiates between left- & right handed flight stick inputs for HOSAS</b> use.
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By default Unity does not recognize the difference between <b>left- and right handed fight sticks</b>. There is however a suitable system for <i>XR-Controllers</i> in the form of Configuration Usage Tags.
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By default, Unity does not recognize the difference between <b>left- and right handed flight sticks</b>. There is however, a suitable system for <i>XR-Controllers</i> in the form of Configuration Usage Tags.
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These scripts automatically assigns a side to <i>Thrustmaster T16000M</i> sticks by reading the value of the little switch on the bottom.
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These scripts automatically assign a side to <i>Thrustmaster T16000M</i> sticks by reading the value of the little switch on the bottom.
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Additionally the sides get updated automatically at runtime, should the switch be flipped again - or another device be plugged in.
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Additionally, the sides get updated automatically at runtime, should the switch be flipped again - or another device be plugged in.
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The current script is available on <ahref="https://github.com/Jonas-Hack/Unity-Thrustmaster-T16KM-HOSAS-InputSystem" target="_blank">Github</a>.
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This script uses <ahref="https://cmtext.indiana.edu/synthesis/chapter4_granular.php" target="_blank">granular synthesis</a> to <bclass="gradient-text">dynamically mimic engine</b> sounds.
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More specifically it makes use of <b>granulation of sampled</b> sound. The script doesn't speed up or pitch shift the input sound, but traverses it based on engine RPM.
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More specifically, it makes use of <b>granulation of sampled</b> sound. The script doesn't speed up or pitch shift the input sound, but traverses it based on engine RPM.
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It separates an input sound into <i>smaller sections</i> called <b>grains</b> and adjusts them to avoid clipping. During runtime it chooses a grain, which resembles the desired RPM of the virtual engine. To make the granulation less noticeable, grains are crossfaded (through socalled <ahref="http://www.granularsynthesis.com/hthesis/envelope.html" target="_blank">envelopes</a>) and some variation (in the form of slightly randomized RPM) is added.
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It separates an input sound into <i>smaller sections</i> called <b>grains</b> and adjusts them to avoid clipping. During runtime it chooses a grain, which resembles the desired RPM of the virtual engine. To make the granulation less noticeable, grains are cross-faded (through so-called <ahref="http://www.granularsynthesis.com/hthesis/envelope.html" target="_blank">envelopes</a>) and some variation (in the form of slightly randomized RPM) is added.
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There are lots of opportunities for improvement, as this is just a small experiment. Specifically I'm looking into <i>Dave Stevensons'</i> comprehensive explanation of adjusting grain boundaries based on analysis of the frequency space.
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There are lots of opportunities for improvement, as this is just a small experiment. Specifically I'm looking into <i>Dave Stevenson's</i> comprehensive explanation of adjusting grain boundaries based on analysis of the frequency space.
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The current script is available on <ahref="https://github.com/Jonas-Hack/Granular-Synthesis-for-Engine-Audio" target="_blank">Github</a>
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<summary>Read More</summary>
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<section>
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<i>SusOp</i><p> is a project I made with a friend for the <b>hackaTUM 2021 hackathon</b>. <br>
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It is a <bclass="gradient-text">climate conscious network monitor</b>, which keeps track of the <b>CO2</b> produced by the devices running in the LAN. It is a neat little piece of software ment to increase climate change awareness.
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It is a <bclass="gradient-text">climate conscious network monitor</b>, which keeps track of the <b>CO2</b> produced by the devices running in the LAN. It is a neat little piece of software meant to increase climate change awareness.
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<br>My main contributions were in UI/UX and general desktop development, while my buddy handled networking.
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<details>
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<summary>Read More</summary>
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<section>
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<p>A<bclass="gradient-text">software raytracer</b><i>(running on the CPU using Java)</i>. It supports <i>multi-threading, spheres, skydomes, planes and phong-lighting</i>.<br>
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I made it in order to manually explore the <b>mathematical principles</b> behind the methods shading languages such as glsl and hlsl provide by default.</p>
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<p>SusOp is a<bclass="gradient-text">software raytracer</b><i>(running on the CPU using Java)</i>. It supports <i>multi-threading, spheres, skydomes, planes and phong-lighting</i>.<br>
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I made it in order to manually explore the <b>mathematical principles</b> behind the methods that shading languages such as glsl and hlsl provide by default.</p>
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