[PD] Spore [was: TR909 emulation]
padawan12 at obiwannabe.co.uk
Wed Jun 18 18:28:30 CEST 2008
I didn't want to have the last word on this thread so I'm
just throwing another log on the fire.
As well as games, computer animation is another promising
application. I know Hans has worked hard to foster links
with the Blender Org.
I've also had the joy to colloborate with Joseph Thibodeau
on some synthetic thunder models that have taken a direction
towards offline high detail processing and managed to gain
the enthusiasm of Skywalker who have offered computing resources
to run models.
Being so busy with the book project lately I haven't had time
to keep all these pots boiling. Anyway, I hope we can have a
wider discussion than my quite narrow interpretation of
On Mon, 9 Jun 2008 20:47:04 +0100
Andy Farnell <padawan12 at obiwannabe.co.uk> wrote:
> This is a general feature of procedural audio. In fact Pd plays very nice and has
> a fixed (predictable) cost for signal rate graphs - but a variable and
> unpredictable cost for message domain computation.
> Proc audio eventually beats sample replay on cost because of dynamic level of
> detail where we get a variable (but predictable) cost for dynamically built
> signal graphs against a linear fixed cost for sample playback. It's an
> interesting bit of computer science to think about.
> I know from talks with EA guys that EAPd ran into some problems and its
> performance was not spotless. But not for the reasons you state.
> On Mon, 9 Jun 2008 20:55:58 +0200
> Cyrille.Damez at laposte.net wrote:
> > On Monday 09 June 2008 06:23:04 Kyle Klipowicz wrote:
> > > Maybe EA had better hire a genuine pro from the pd-list (wink wink).
> > >
> > > I hope that this thread takes off, since I'm curious what others think on
> > > the topic. Spore could be the PR break that Pd has been waiting for!
> > One thing to note though is that they confessed having only used Pd to trigger
> > midi events and play samples. There is no "actual sound synthesis" done by pd
> > in Spore, only notes and messages generation. This was mostly for efficiency
> > reasons, and because sound processing had to use only a predictable amount of
> > cpu ressources. It is likely that any other game will have similar
> > limitations.
> > _______________________________________________
> > Pd-list at iem.at mailing list
> > UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
> Use the source
> Pd-list at iem.at mailing list
> UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Use the source
More information about the Pd-list