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
Hi Scott, The latest version of libpd includes basic C# bindings, and it looks like we'll have full C# support soon. I'm not familiar with Unity, but I gather that C# bindings are a prerequisite for using libpd with Unity. Cheers, Peter
On Thu, May 3, 2012 at 8:46 PM, Scott R. Looney scottrlooney@gmail.com 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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On 05/03/2012 09:15 PM, Peter Brinkmann wrote:
but I gather that C# bindings are a prerequisite for using libpd with Unity.
Hey Peter! Long time no hear. Hope all is well.
Regarding Unity and C#. Unity also does seamless integration of java, javascript, C#, boo (python-like language), as well as C (IIRC).
Cheers!
sorry Ico (for some reason i though somebody mistyped - i should have just checked some back posts). i didn't think Unity was friendly towards straight C, but yes to Javascript, C# and Boo.
i'm mainly asking because i'm interested in a way that students can experience adaptive audio at work in the Unity game environment. texture sending and receiving is unimportant - it's mainly messages.
so essentially i just redo what i see in the max patch in a generic way using PD objects. OK will give a port of your test patch a try...
thanks for the info!
i am also intrigued by the possibilities of using PD (libpd) as an audio middleware engine, ala Fmod or Wwise. ideally something like Juce on top doing a nice intuitive GUI with drag and drop elements. the advantage to all this being that it would be free to use and not have a license fee like the aforementioned do. i've worked a bit with Fmod and i can envision some alternatives in terms of visual options. i have zero in the way of coding experience of course, but i think the game market needs an open source audio engine.
scott
On Thu, May 3, 2012 at 6:30 PM, Ivica Ico Bukvic ico@vt.edu wrote:
On 05/03/2012 09:15 PM, Peter Brinkmann wrote:
but I gather that C# bindings are a prerequisite for using libpd with Unity.
Hey Peter! Long time no hear. Hope all is well.
Regarding Unity and C#. Unity also does seamless integration of java, javascript, C#, boo (python-like language), as well as C (IIRC).
Cheers!
-- 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
On 05/03/2012 10:42 PM, Scott R. Looney wrote:
sorry Ico (for some reason i though somebody mistyped - i should have just checked some back
No worries :-)
posts). i didn't think Unity was friendly towards straight C, but yes to Javascript, C# and Boo.
i'm mainly asking because i'm interested in a way that students can experience adaptive audio at work in the Unity game environment. texture sending and receiving is unimportant - it's mainly messages.
so essentially i just redo what i see in the max patch in a generic way using PD objects. OK will give a port of your test patch a try...
thanks for the info!
No problem! One thing I would suggest is using disis_netsend and disis_netreceive as using the vanilla netsend/receive objects tends to crash the gui in situations with heavy network traffic.
i am also intrigued by the possibilities of using PD (libpd) as an audio middleware engine, ala Fmod or Wwise. ideally something like Juce on top doing a nice intuitive GUI with drag and drop elements. the advantage to all this being that it would be free to use and not have a license fee like the aforementioned do. i've worked a bit with Fmod and i can envision some alternatives in terms of visual options. i have zero in the way of coding experience of course, but i think the game market needs an open source audio engine.
scott
On Thu, May 3, 2012 at 6:30 PM, Ivica Ico Bukvic <ico@vt.edu mailto:ico@vt.edu> wrote:
On 05/03/2012 09:15 PM, Peter Brinkmann wrote: but I gather that C# bindings are a prerequisite for using libpd with Unity. Hey Peter! Long time no hear. Hope all is well. Regarding Unity and C#. Unity also does seamless integration of java, javascript, C#, boo (python-like language), as well as C (IIRC). Cheers! -- 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 <tel:%28540%29%20231-6139> (540) 231-5034 <tel:%28540%29%20231-5034> (fax) disis.music.vt.edu <http://disis.music.vt.edu> l2ork.music.vt.edu <http://l2ork.music.vt.edu> ico.bukvic.net <http://ico.bukvic.net>
hi,
i am also trying to get libpd in Unity: http://goo.gl/OU0Wt
will poke Henk (http://fractgame.com/) again... maybe he have some time now.
à +
there seem to be a fair amount of folks interested in this from what i've seen on the noisepages list for libpd. keep us informed!
scott
On Fri, May 4, 2012 at 6:19 AM, patrick puredata@11h11.com wrote:
hi,
i am also trying to get libpd in Unity: http://goo.gl/OU0Wt
will poke Henk (http://fractgame.com/) again... maybe he have some time now.
à+
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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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