Re: [PD] Creating auidioengines for games using PD

2007-12-22 Thread Thomas Jeppesen
cc Subject [PD] Creating auidioengines for games using PD Hi, If I wanted to use PD to build an audio-engine for a game, how would the copyrights work if the game I was creating the engine for were commercial? Also, and I know this is going to be sensitive to some

Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Thomas Jeppesen
know in private email. Mark Danks Senior Manager, Developer Support SCEA *Thomas Jeppesen [EMAIL PROTECTED]* Sent by: [EMAIL PROTECTED] 12/19/2007 05:01 AM To PD-list@iem.at cc Subject [PD] Creating auidioengines for games using PD Hi

Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Andy Farnell
, Developer Support SCEA *Thomas Jeppesen [EMAIL PROTECTED]* Sent by: [EMAIL PROTECTED] 12/19/2007 05:01 AM To PD-list@iem.at cc Subject [PD] Creating auidioengines for games using PD Hi, If I wanted to use PD to build

Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Andy Farnell
On Wed, 19 Dec 2007 23:49:15 -0500 Chris McCormick [EMAIL PROTECTED] wrote: They are risk averse and will shoot your ideas down with economic figures from years old games (gosh, Risk aversity in games is an interesting topic in it's own right. I read somewhere that 86(96??) percent of games

Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Andy Farnell
On Wed, 19 Dec 2007 23:49:15 -0500 Chris McCormick [EMAIL PROTECTED] wrote: Unless you run Pd as a separate process and send it network commands, you're going to have to have to modify Pd at least a little bit to get it integrated with your game engine. Popular glue code within game dev is

Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Frank Barknecht
Hallo, Andy Farnell hat gesagt: // Andy Farnell wrote: Popular glue code within game dev is lua, so Pdlua from Claude and the peeps at Goto10 seems a very useful bridge. Btw.: Graham Wakefield and I made Vessel/lua~ [1] run on Pd: There are still some small bugs to sort out and one feature to

Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Andy Farnell
On Thu, 20 Dec 2007 22:32:06 +0100 Frank Barknecht [EMAIL PROTECTED] wrote: Hallo, Andy Farnell hat gesagt: // Andy Farnell wrote: Popular glue code within game dev is lua, so Pdlua from Claude and the peeps at Goto10 seems a very useful bridge. Btw.: Graham Wakefield and I made

[PD] Creating auidioengines for games using PD

2007-12-19 Thread Thomas Jeppesen
Hi, If I wanted to use PD to build an audio-engine for a game, how would the copyrights work if the game I was creating the engine for were commercial? Also, and I know this is going to be sensitive to some people in this community, but lets have the discussion anyway, I don't like the idea

Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread Derek Holzer
I think the code for making PD patches proprietary is proprietary... d. Thomas Jeppesen wrote: I'm sure the people I would be working for would hate the Idea. Is there an easy or ”normal” solution to locking a patch so it can't be opened by anybody? -- derek holzer :::

Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread IOhannes m zmoelnig
Thomas Jeppesen wrote: Hi, If I wanted to use PD to build an audio-engine for a game, how would the copyrights work if the game I was creating the engine for were commercial? Also, and I know this is going to be sensitive to some people in this community, but lets have the discussion

Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread hard off
i can't imagine how a game's sales would be in any way compromised by the audio engine being open source or not. but then again i'm not a complete bastard lawyer type of person. ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management -

Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread Andy Farnell
(sory to bottom post Dereks reply, I lost the parent) Thomas, the thing is not to implement a games engine in Pd, but to implement Pd in game engines. The former is foolish, trust me :) I heard that EA have their own build called EApd I also know that one *very* large company has Pd in RD for

Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread Greg
here's a game-like app with pd for audio. http://fijuu.com ___ PD-list@iem.at mailing list UNSUBSCRIBE and account-management - http://lists.puredata.info/listinfo/pd-list

Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread Chris McCormick
On Wed, Dec 19, 2007 at 02:01:31PM +0100, Thomas Jeppesen wrote: If I wanted to use PD to build an audio-engine for a game, how would the copyrights work if the game I was creating the engine for were commercial? Pd uses the BSD license which essentially gives you the freedom to create your

Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread Russell Bryant
Chris McCormick wrote: On Wed, Dec 19, 2007 at 02:01:31PM +0100, Thomas Jeppesen wrote: If I wanted to use PD to build an audio-engine for a game, how would the copyrights work if the game I was creating the engine for were commercial? Pd uses the BSD license which essentially gives you the

Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread Mark_Danks
Manager, Developer Support SCEA Thomas Jeppesen [EMAIL PROTECTED] Sent by: [EMAIL PROTECTED] 12/19/2007 05:01 AM To PD-list@iem.at cc Subject [PD] Creating auidioengines for games using PD Hi, If I wanted to use PD to build an audio-engine for a game, how would the copyrights work