[PD] Comments on pd as a library to be used in game

Miller Puckette mpuckett at imusic1.ucsd.edu
Tue Feb 12 19:10:14 CET 2008


Pdvst, by Joe Sarlo, does something related (embeds Pd as a VST plug-in;
windows only).  It uses the Pd executable, plugging in a user-supplied
scheduler that manages audio and control I/O to the calling program.
Since there might be several Pdvst plug-ins active at a time, each gets
its own address space, which is probably more work than you need to
do for the game.

It should be possible simply to compile Pd without including s_main.c
or s_entry.c, call the setup routines that sys_main does and then just
write your own main loop to replace m_callbackscheduler() or 
m_pollingscheduler() depending on which side of that religious divide
you want to occupy :)

M

On Tue, Feb 12, 2008 at 12:41:30PM -0500, marius schebella wrote:
> hi,
> I want to help with that project. I would have spend time on research 
> and development into that direction also without the apricot game (for 
> school), and was looking for a possibility like this. so the combination 
> with blender and working on a real project is perfect. who is 
> coordinating the efforts?
> regarding feasibility, I am not sure how easy the whole thing is. you 
> for example will want to do all the sound/driver settings from within 
> the game, which means pd has to be able to change this by sending 
> commands. as far as I know this is not possible with current core pd.
> but all the overall work on sound/patches could be started immediately, 
> and network connection to send game parameters is also existing already 
> (and can still be changed later).
> marius.
> 
> Pablo Martin wrote:
> > Hi!
> > 
> > Blender foundation together with crystalspace community just started
> > making a kickass game http://apricot.blender.org.
> > 
> > We are thinking about using puredata to handle the music system (and
> > maybe also some more cool stuff), but I think it'd be important to be
> > able to have puredata as a library to link and control it easier from
> > the game (instead of running a separate process and handling all
> > communication with osc socket). I think there was some work in progress
> > in this direction with desiredata but i cant be so sure... can anybody
> > confirm on the status of this or if its feasible at all? My general idea
> > on the subject is we should be able to run pd as a game engine plugin
> > (instead of our own sound system for example), and handle opening the
> > different patches for different stuff, as well of communicating with
> > each of them.
> > 
> > Another thing, i'd like to hear from people who have used pd in games to
> > know exactly what you did with it.
> > 
> > I am one of main devs for the project, and i have great puredata
> > experience, so i think it'd be very interesting to work on this, still,
> > we are very time pressed so integrating pd should not pose too much
> > runtime or distribution basic problems, specially the lib thing
> > distresses me (and handling of patches from there). Just so everyone
> > knows, we do have osc receiver in the game engine, so we could basically
> > plug pd stuff to anywhere from object positions to shader variables to
> > do funky stuff, sending osc messages to pd as part of logic also is not
> > a problem.
> > 
> > Cheers!
> > 
> >  Pablo
> > 
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> > 
> 
> 
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