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

Patrice Colet pat at mamalala.org
Tue Feb 12 20:19:48 CET 2008


marius schebella a écrit :
> hi,... 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.

It has always been possible to restart pd with new settings regarding 
sound drivers, buffer, etc...

> 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.

  It would be great to have python modules that ease the communication 
between Blender and PureData, with FUDI or OSCx!

> 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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