To add a few notes to the discussion: It's hard to come up with an audio game engine if you don't know what type of game you had in mind in the first place. Think of it as incentive--if you have a basic playable game that consumes the engine, it would help fuel new ideas for the engine to expand. Another question is what platforms did you want to support? Probably Windows/Mac. Therefore, we're talking about investing a significant amount of time to understanding the low-level audio API's in each platform (DirectX, OpenAU, and alsa/pulseaudio being the three that come to mind for win/mac/linux). It then is up to you to design an API (set of classes) that abstract away low-level details to provide common services such as 3-d audioscapes, in-game objects,with physical notions of time, density, distance, location, etc., TTS/speech recognition services, and whatever else your target game(s) may require. This will vary wildly from a simple game of cards to an audio only 3-d flying game. So, to summarize, if there were an extensible architecture such as very generic classes and good wrappers for platform low-level audio services, and a few games in mind to serve as proofs of concept, I think the project could get off the ground and I'd be personally interested in helping out or even starting it. On 1/13/11, Homme, James <james.homme@xxxxxxxxxxxx> wrote: > Hi, > I remember an arcade game called Poll Position, where you had a real > steering wheel. It really made sounds when you were driving your car too far > to the side of the track. I didn't want to spend too many quarters trying to > figure it out, but I actually got through one level of it. I was so happy. > That's why I liked the game Jim Kitchen made that had race tracks in it. He > made the game, I think, in Visual Basic 5. > > Jim > > Jim Homme, > Usability Services, > Phone: 412-544-1810. Skype: jim.homme > Internal recipients, Read my accessibility blog. Discuss accessibility > here. Accessibility Wiki: Breaking news and accessibility advice > > -----Original Message----- > From: programmingblind-bounce@xxxxxxxxxxxxx > [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Ken Perry > Sent: Wednesday, January 12, 2011 4:23 PM > To: programmingblind@xxxxxxxxxxxxx > Subject: RE: Cross Platform Audio Game Engine > > > Laugh I used to love Nintendo 64 crash up derby. I actually beat my two > sons a few times because they would start fighting over the bomb and I would > be slamming into other cars as they blew up. It was cool because if I hit > something to the right it would vibrate right and same for left forward. Oh > and man did you know when you died. I didn't like 007 because they enjoyed > shooting me in the butt. > > Ken > > -----Original Message----- > From: programmingblind-bounce@xxxxxxxxxxxxx > [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Homme, James > Sent: Wednesday, January 12, 2011 2:28 PM > To: programmingblind@xxxxxxxxxxxxx > Subject: RE: Cross Platform Audio Game Engine > > Hi Ken, > You are right about this. I'd love to be able to play video games with my > son. He hates any of the games for the blind that he has seen so far. The > action in video games is so fast and complex that I don't know how I'd be > able to process it with my ears and play very well. > > Jim > > Jim Homme, > Usability Services, > Phone: 412-544-1810. Skype: jim.homme > Internal recipients, Read my accessibility blog. Discuss accessibility > here. Accessibility Wiki: Breaking news and accessibility advice > > > -----Original Message----- > From: programmingblind-bounce@xxxxxxxxxxxxx > [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Ken Perry > Sent: Wednesday, January 12, 2011 12:51 PM > To: programmingblind@xxxxxxxxxxxxx > Subject: RE: Cross Platform Audio Game Engine > > > Tyler you need to re-think your idea of what accessibility is. This of > course is just my opinion but if I cannot sit down and play a game against > sited players as well as blind it's not accessible. Take card games for > example. There is All in play but no self respecting sighted person would > pay to play something they can play on pogo so you're stuck with a group of > blind people playing blind people. I want to be able to play scrabble > against anyone and so Graphics do matter. In fact that is one reason I > liked the game of break out even though they are not where I would like them > to be yet my wife was able to play the break out game but it was to slow for > her. That can be fixed. No graphics can't. > > Ken-----Original Message----- > From: programmingblind-bounce@xxxxxxxxxxxxx > [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Littlefield, > Tyler > Sent: Wednesday, January 12, 2011 12:37 PM > To: programmingblind@xxxxxxxxxxxxx > Subject: Re: Cross Platform Audio Game Engine > > I've started a project like this, which is just in it's early > development stages. What I aimed to do was provide a simple setup for > someone to use, use Lua (as it's quicker than Python) for the scripting > language, and make it free, and/or possibly open source. There's one > that David Greenwood of GMA wrote, but from what I understand he wants a > few thousand for it. The goal with my engine is three-fold: First, I > want to be able to make a bit of cash if someone sells the game. Say, $5 > per game. Second, if someone would like to create a free game, they are > free to do so. Last, I want to make this easy to use with good complete > concise documentation. I don't know of any open source game engines for > accessibility, you could use something that wasn't so big on 3-d > rendering but had a good audio setup for something like this, > accessibility is just audio after all, and there doesn't need to be > anything special to make a game accessible that a decent engine couldn't > do. There is also XNA with C#, if you like c#. I don't mind it so much, > I've always wanted to get around to writing my own archiver for it > though, since it only plays WMA files (and those are kind of big). So, I > hope some of this rambling helped. > On 1/12/2011 10:15 AM, Lex wrote: >> Hi Storm, >> >> 12.01.2011 18:32, Storm Dragon пишет: >>> I have searched for this on Google but not really found what I am >>> looking for. >> I am also interested in the topic, so I searched something like "3d >> game engine architecture" and found some books on the subject to read: >> http://www.amazon.com/Game-Engine-Architecture-Applications-ebook/dp/B001C4QKD4 >> >> http://www.amazon.com/Ultimate-Engine-Architecture-Charles-Development/dp/1584504730 >> >> >> And lots of books on the subject is here: >> http://thepiratebay.org/torrent/4621536/Game_Design_eBooks_Pack >> >> I dreamed about creating a game engine for audio games from the >> beginning of my programmer story, since I started to learn >> programming. I made a couple of attempts but newer finished my work >> because of different reasons such as change of major language (from >> Delphi to C++), lack of time, etc. Finally, I decided that such a task >> is almost impossible to achieve by one person with limited time >> resources (I am taking a degree at the university on software >> engineering). Last months my interest on the subject has even >> increased. Now I am researching different connected topics (like how >> to bind C++ code to python nicely) etc. During my previous attempts to >> build an engine I have learned a lot and I hope that one day I will be >> able to finish my work. >>> I guess my question is, what is involved in a game engine? >>> I assume it makes writing games easier, and it is based off already >>> existing programming languages with functions and/or objects to make >>> game creation easier. >> Yes. Game engine consists of several subsystems (sound, events, input, >> physics, network, scripting - to name some of them) and some >> abstraction which connects all of that together (to make it an engine, >> not only a package of libraries). The last part is, IMO, the most >> important: there exist a lot of libraries helping in game creation >> which can help to develop audio games, but there isn't some layer >> which presents all that stuff in way, which allows end-developer to >> concentrate on the game logic, instead of problems like "how to move >> my sounds when the object moves" or "how to bind keys/joystick/mouse >> to my functions", "how to invent a >> yet-another-game-saving-restoring-feature" etc. >>> I know there are several audio game companies out >>> there, and in an attempt to get more of them to do cross platform work, >>> I was considering starting work on a game engine. >> Consider joining me and collaborate on this. My target language is C++ >> (for the core of the engine) and python for scripting. >>> I guess pygame is a game engine, >> I believe that pygame is a set of libraries, not an engine. >>> but it is mainly designed for >>> sighted play. So if I wrote an engine could I build it using pygame as >>> the backbone, and just make it easier to add sound generating objects? >> I don't think that will be enough. >>> Would it be better to do some platform checking and use openal in *nux >>> and directx in Windows? >> starting from vista, DirectX no more supports hardware accelerated >> sound, leaving one only with openal as a wide-accessible alternative >> for using hardware sound. >>> One thing that would be really awesome is to >>> make it easy to make graphical games with accessibility. My ultimate >>> dream is to have games that are accessible for everyone, not just blind >>> or just sighted users. >> Then you might look at some existing open-source graphic game engines >> and extend one of them to help developing accessible games. >> >> >> Lex >> __________ >> View the list's information and change your settings at >> //www.freelists.org/list/programmingblind >> >> > > > -- > > Thanks, > Ty > > __________ > View the list's information and change your settings at > //www.freelists.org/list/programmingblind > > __________ > View the list's information and change your settings at > //www.freelists.org/list/programmingblind > > > This e-mail and any attachments to it are confidential and are intended > solely for use of the individual or entity to whom they are addressed. If > you have received this e-mail in error, please notify the sender immediately > and then delete it. 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