Re: Cross Platform Audio Game Engine

  • From: "Littlefield, Tyler" <tyler@xxxxxxxxxxxxx>
  • To: programmingblind@xxxxxxxxxxxxx
  • Date: Wed, 12 Jan 2011 12:34:32 -0700

a generic set of sounds? It's up to the user to find sounds and background music. 3-d engines don't ship with a generic set of images. The game is just a library, through which you can accomplish game creation a lot easier.

On 1/12/2011 12:25 PM, Homme, James wrote:
Hi,
You'd have to come up with a generic set of sounds for the engine associated 
with stuff you do in games.

Jim

Jim Homme,
Usability Services,
Phone: 412-544-1810. Skype: jim.homme
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-----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
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Thanks,
Ty

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Thanks,
Ty

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