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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
know in private
email.
Mark Danks
Senior Manager, Developer Support
SCEA
*Thomas Jeppesen [EMAIL PROTECTED]*
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12/19/2007 05:01 AM
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[PD] Creating auidioengines for games using PD
Hi
, Developer Support
SCEA
*Thomas Jeppesen [EMAIL PROTECTED]*
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12/19/2007 05:01 AM
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[PD] Creating auidioengines for games using PD
Hi,
If I wanted to use PD to build
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
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
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
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
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
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 :::
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
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.
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(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
here's a game-like app with pd for audio.
http://fijuu.com
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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
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
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
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