Pdvst, by Joe Sarlo, does something related (embeds Pd as a VST plug-in; windows only). It uses the Pd executable, plugging in a user-supplied scheduler that manages audio and control I/O to the calling program. Since there might be several Pdvst plug-ins active at a time, each gets its own address space, which is probably more work than you need to do for the game.
It should be possible simply to compile Pd without including s_main.c or s_entry.c, call the setup routines that sys_main does and then just write your own main loop to replace m_callbackscheduler() or m_pollingscheduler() depending on which side of that religious divide you want to occupy :) M On Tue, Feb 12, 2008 at 12:41:30PM -0500, marius schebella wrote: > hi, > I want to help with that project. I would have spend time on research > and development into that direction also without the apricot game (for > school), and was looking for a possibility like this. so the combination > with blender and working on a real project is perfect. who is > coordinating the efforts? > regarding feasibility, 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. > 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. > > 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 > > > > _______________________________________________ > > [email protected] mailing list > > UNSUBSCRIBE and account-management -> > > http://lists.puredata.info/listinfo/pd-list > > > > > _______________________________________________ > [email protected] mailing list > UNSUBSCRIBE and account-management -> > http://lists.puredata.info/listinfo/pd-list _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
