where can you get the sdk at? and is it hard to learn? I like your game idea and await it <smily> On Aug 5, 2009, at 4:58 AM, Yuma Decaux wrote:
> > Hi everyone, > > Just as an addendum to this conversation, i was "meditating" of sorts > about some game theory and the controls of a game app which could be > ported to a gprs/navigation application. Here goes: > > 1 The 3d positional audio used on two vectors of sound propagation. > > I will give an example of an RTS game for this concept. > > Since i think relating the true distance of a sound from the back or > the front could be quite daunting, to the least having a high learning > curve, i was thinking that spatial references can be laid out on a > bird's eye view perspective. IE: front and back= top and bottom while > left and right stay the same. > If i imagined this as a physical boundary, the x and y axises would be > quote flattened unquote to y and z axises. So an object at one's back > at the limit of the set boundary of spatial dimension, the sound would > be heard at the bottom, or the chin area of the wearer. whilst the > opposite would be heard at the top of the forehead. left and right > would retain their relative positions, but the difference would be > felt when an object is ahead on a diagonal position. That would > translate to a top/left audio cue and so forth. > I think of this application or flattening of sound as most of the time > when we are walking around, we take much less notice of height factors > as unless we are as taller than basket ball players, we don't often > have to crouch to walk somewhere. > So going back to the RTS game, if we have this flat two axis > representation of space over a map, the one channel whoch would be > back can be used for, well...background or ambient sounds. Cues would > be relevant to such things as the type of terrain one is in, etc. And > the front audio within a central boundary would represent unit > responses and general game command voice responses. > > 2 controls and gestures. > Taking the rts element to the table, the main advantage paused for > controls which can be easily accessed without cluttering the actual > space of the screen would be using the rotor for various menus and > functions. For instance, > one finger drag=feel around the game space with audio cues on hitting > an object or contextual item > 2 finger dragaround screen to displace the map to the opposite > direction of the fingers being dragged to explore more of the map > 3 finger drag for faster scroll of the map area > 2 finger rotor once tapped on an object for actions choice: patrol, > attack/ build, etc...Each instance of a double-tap would go one level > deeper into the contextual menu for choosing for example which > building to build and the sorts. > 3 finger rotor for other behavioral actions or quote special unquote > abilities. > 1 finger flick once double tapped on an object slash soldier= > selecting the next or previous unit > 2 finger flick= selection of next building > > and the list goes on. > > I will continue to add to this as i think through the possibilities, > sort of a diary to myself as well so i can gather all the notes for > eventually starting the programming part once i get my hands on that > SDK :) > > Hope i'm not a total bore... > > > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "MacVisionaries" group. To post to this group, send email to macvisionaries@googlegroups.com To unsubscribe from this group, send email to macvisionaries+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/macvisionaries?hl=en -~----------~----~----~----~------~----~------~--~---