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

Miller Puckette mpuckett at imusic1.ucsd.edu
Tue Feb 12 19:33:09 CET 2008


No -- there ought to be, but it never makes it to the top of the
priority heap.

M

On Tue, Feb 12, 2008 at 01:30:11PM -0500, marius schebella wrote:
> that sounds promising!
> maybe still a little too ambitious for someone who does not know the pd 
> source at all (aka me). is there an overall introductory explanation of 
> how the various source codes components work together besides the source 
> code and in code documentation itself?
> marius.
> 
> 
> Miller Puckette wrote:
> > 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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> 
> 
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