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...
>
> >


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