I presume ivo == ico? ;-)
At any rate, the key is using the netsend/netreceive objects and
formatting messages the same way as the max patch does. The one
thing you won't be able to use is send textures via socket as that
is tailored specifcially towards jitter formatting of matrix/texture
data. Other than that, it should be straightforward implementation.
I also have a version lying around that I never got around to
releasing that uses jit.net.send/receive to avoid instabilities of
3rd-party netsend/receive objects (they tend to crash things after a
while). This however is not an issue (AFAIK) with pd's versions of
the same objects.
HTH
On 05/03/2012 08:46 PM, Scott R. Looney wrote:
hey PD listers, my question is about the use of the mu
1.00 tools from DISIS for use in PD. these tools allow integration
of the Unity game engine with Max/MSP and potentially PD according
to the authors.
i downloaded the demo which is very Max-oriented. is there a
plan or sketch or some way of setting up communication with PD
instead?
i'm also waiting for information on how to use libpd as the
sound engine for a Unity project. the developer of the game
Fract, Henk Boom, was supposed to detail some bit about this
soon, but curious if anyone on the list has ever used PD with
the Unity game engine...
any advice appreciated...
scott
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--
Ivica Ico Bukvic, D.M.A
Composition, Music Technology
Director, DISIS Interactive Sound & Intermedia Studio
Director, L2Ork Linux Laptop Orchestra
Assistant Director, CCTAD
Virginia Tech
Department of Music
Blacksburg, VA 24061-0240
(540) 231-6139
(540) 231-5034 (fax)
disis.music.vt.edu
l2ork.music.vt.edu
ico.bukvic.net