Hi!
Chris McCormick escribió:
(...) Which seems to vaguely work, although I haven't made it make a sound yet. Anyway, I think this could be a good strategy for tying Pd into Blender. I would suggest running Pd in a separate thread and using a mutexed queue to pass it messages which would then be read from the queue inside the same thread where Pd was running and passed into Pd in that thread by using the standard Pd message generating functions. So basically the game engine and Pd-in-a-thread would only communicate by message passing over this mutexed queue which should eliminate deadlocks etc.
Yeah that would be the idea I think. (sounds good to me at least).
Cheers!
Pablo