Hi,
I didn't realise there was a group for developing audio games, thanks for the link. Paul -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Damien Garwood Sent: 20 February 2018 16:38 To: [email protected] Subject: Re: [blind-gamers] accessible game engine Hi there, You're right. My apologies. While game engines are used for making games it is also important to realise that some technical knowledge of programming, or at the very least game building, is required for discussions like that. For those interested in technical discussions of creating games, I set up the DAG (Development of Accessible Games) list (groups.io/g/dag). I propose we keep technical discussions on that list and use this list simply for game play discussions. Obviously that's up to Shane and whoever else moderates this list, but I think that will help to separate the heavy and intense from the light and breezy. Cheers. Damien. -----Original Message----- From: Zaire Johnson Sent: Tuesday, February 20, 2018 3:20 PM To: [email protected] Subject: Re: [blind-gamers] accessible game engine Hay blind-gamers, I’ve been quietly listening to game engine talk for the last two or three days. I think my brain’s gonna explode Lol. All this talk about the guts of building a game. I’m just a gamer who’s surprised that Liam’s not in any of these conversations Lol. Keep creating and could you please make this stuff easier to understand Lol. Laughing at all the technical stuff going on. In closing, I wonder how A heroes Call can be so good and yet you have to remember all that stuff. I was lost long after the first message of this thread. > On Feb 19, 2018, at 11:28 AM, john <[email protected]> wrote: > > Our other hope is that an update to BGT comes out. > We know (because of VG storm) that some work has been done on it. > Maybe we'll get lucky. > > -------------------------------------------------- > From: "Damien Garwood" <[email protected]> > Sent: Monday, February 19, 2018 10:59 > To: <[email protected]> > Subject: Re: [blind-gamers] accessible game engine > > Hi, > Oh, I thought you meant have BGT as a library. If you're talking about > building a whole new library from scratch, obviously that would take a > lot of time, effort, and advanced programming expertise. Given that > I've made a resolution to try to switch to C++ and I can't even do a > basic timer yet...Let's just say that I'm currently feeling way beyond > my depths when it comes to managing memory and threads, so I'm a > complete alien when it comes to writing audio engines and looking for > pathfinders. > As for porting JavaScript libraries to C++. That'll be harder than you > think, since JavaScripts does a lot of the deep memory process for you > to start with. There also seems to be a few different JS dialects, > like Vanilla, Node, Typescript etc. > Those who have had much more experience with other programming > languages than BGT, either because of work or programming classes etc, > will more or less know everything they need to to learn any language > and get along well with it. > Considering I spent the better part of five years parroting from VB6 > and AutoIt code to get something workable without actually > understanding anything, then actually being able to understand BGT to > such a point that I've been relying on that for about five years, it's a lot > harder. > 1. High level to low level. No more music.play() for me until I can > write a library that can do that for me. Hello multithreading, streams > and buffers, dynamic memory allocation...Ugh. Already I feel queasy... > 2. Single click compilation to heavy build manuals. Run Make. Run Scons. > Run > blah blah blah. Install this. Delete that. Move /blah to /bleh. Oh, > and we're not going to tell you how to do this in Windows because > we're Unix geeks. If it doesn't work, tough luck squire. > 3. Self contained to resolving dependencies. The fact that BGT had all > its resources in one application and could compile in a similar > manner, including pack files, is just astounding. None of that with C++. > 4. Difficulty porting. Short of literally getting BGT as a library and > writing a C++ wrapper, there is no chance of porting my literally > dozens of BGT modules straight over to C++ and have it work. That > would just be too much to ask. > So. Looks like I have a twenty year headache sentence ahead of me > while I learn, or at least attempt to learn, as much technical crap as > I can possibly retain in what I currently feel is a rather small and > inadequate brain, and then try to somehow port this mess over. > Cheers. > Damien. > -----Original Message----- > From: Jude DaShiell > Sent: Monday, February 19, 2018 3:37 PM > To: [email protected] > Subject: Re: [blind-gamers] accessible game engine > > No you wouldn't, just add stuff to the library that clear the crashes > and make the whole library better over time. The stuff from bgt could > be a sbase then build on that base. Sounds like a long-term project > for a team of programmers totaling more than one. Best not put a team > like that together until all candidates have done a few fishing trips > together to figure out who is and is not compatible enough to work > together though. > >> On Mon, 19 Feb 2018, Damien Garwood wrote: >> >> Date: Mon, 19 Feb 2018 08:34:39 >> From: Damien Garwood <[email protected]> >> Reply-To: [email protected] >> To: [email protected] >> Subject: Re: [blind-gamers] accessible game engine >> >> Hi, >> Even if that were the case, it would still have its audio >> limitations, HTTPS crashes and UDP-only networking. So we would still >> end up having to ransack the internet just to find something decent. >> But yeah. I could certainly use the pathfinder, calendar, timer, tone >> synth, input-related functions etc as a library. That would be neat >> indeed. I mean, programmers often stress the brilliance of code >> reuse, right? >> Cheers. >> Damien. >> >> >> From: Rynhardt Kruger >> Sent: Monday, February 19, 2018 11:00 AM >> To: [email protected] >> Subject: Re: [blind-gamers] accessible game engine >> >> The BGT argument is one I have scene a few times on this list now. It >> seams what we need then is all the functions of BGT wrapped up in a >> nice platform independent library. It could be written in something >> like portable C, with all the platform dependent stuff in platform >> specific modules, and bindings for different languages generated with >> Swig or something. Swig is quite good at generating bindings for many >> programming languages. >> >> >> Note: I'm not volunteering to write it, just want to get the debate >> going. >> Thoughts? >> >> >> Rynhardt >> >> >> On Sun, Feb 18, 2018 at 5:11 PM, Damien Garwood >> <[email protected]> wrote: >> >> Hi, >> BGT might come with many conveniences. But it also lacks many others. >> It also isn?t indicative of real world programming. Once you realise >> BGT?s limitations and want to move away from it, it?s much harder to >> do so because you end up relying on it. Especially if you?re a >> programming newbie and don?t have a clue how to write audio engines, >> let alone audio engines that can play multiple file types, whether >> packed or on disk, whether encrypted or open. Not to mention >> keyboard, mouse, joystick support, screenreader and SAPI support, >> timers, pathfinders, combination generators and calendars. The way I >> see it, scripting with something like BGT is like having an >> overprotective clingy parent that just won?t let go, whereas >> programming something like C++ or Python wants you to bend down and >> kiss its furry rosy smelling derriere before you can get it to work. >> Talking from experience here. >> Cheers. >> Damien. >> >> >> From: Josh Kennedy >> Sent: Sunday, February 18, 2018 2:54 PM >> To: [email protected] >> Subject: Re: [blind-gamers] accessible game engine >> >> You could use BGT blind game maker toolkit, from BlastBay studios. >> It's free. >> >> > > -- > > > > > > > > > > -=-=-=-=-=-=-=-=-=-=-=- Groups.io Links: You receive all messages sent to this group. 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