There has been a lot of discussion (reading through the forums) about what programming language to use.. obviously that's one of the presumably annoying newb questions that are asked a thousand times by every new member not bothering to read the stickys.
But nobody has seemed to really talk about using Max or PureData to program an engine.
I don't know if this is even possible or if it is, if it would be viable.
If anybody doesn't know what I'm talking about check out these 2 sites:
http://puredata.info/
http://cycling74.com...ts/maxmspjitter
Max and puredata are an OOP environment that uses nodes rather than text. much like Unreal Kismet/Material editor. And when using it you have the ability to add externals either in the form of other patches (like of like header files I suppose) or by hard coding objects and entities into the program (using Java for sure on max, i'm not sure about other languages)
For somebody like me who doesn't have much of a handle even with just scripting, this program has a lot to offer. The rules are all the same with any other OOP language, you just don't have to worry so much about syntax because it's taken care of for you. Plus you get a very easy to see visual representation of your data flow.
I wonder if these programs are robust enough to do something as complex as a 3d app.
MAX is a commercial product you have to pay for, but it has a runtime environment that is freely distributable, so you can build your applications and then package them with the runtime to run them. I suppose this isn't really much different than including a .net installer with your program. the problem with puredata is that it's an opensource program (developed by the same people) and there is no separate runtime program needed, they figure you just bundle the whole program with your patches. I suppose this could work but it would be much harder to hide your code from prying eyes (and ambitious people who could break your code and then complain about it)
Do you think it could work? Theoretically I suppose it's possible, but do the programs run with too much overhead maybe?
Does anybody here even have experience with them? I'm using them right now in school for a lot of audio applications.
Discuss please.
Max5/MSP/Jitter and/or PureData - Extended
Started by Advoc, Dec 09 2009 07:33 PM
4 replies to this topic
#1
Posted 09 December 2009 - 07:33 PM
#2
Posted 09 December 2009 - 09:08 PM
Interesting idea. I personally have no experience with either MAX or PureData, though I have a friend who uses them for audio / VJ stuff. I'd guess it may be feasible to implement game logic using a system like these, built on top of a low-level engine that handles details like loading and rendering models. I have no idea if such a low-level engine exists already though, or if you'd have to code it up yourself.
reedbeta.com - developer blog, OpenGL demos, and other projects
#3
Posted 09 December 2009 - 10:16 PM
I think with game programming you have to look for things that are being used a lot. That way there is a community to ask questions, etc, and there are a lot of tools around such as model loaders, etc. It's hard to say on the speed, but normally the further the abstraction the slower the program runs. That doesn't mean you need to program in c anymore for a lot of applications, though. OO languages are probably the best compromise right now in my mind if you are an indy trying to do a game. I think you would find that that type of system would soon break down and then you would be in twice as much trouble having to write code to fill in where it doesn't work.
Currently using Blender 2.5, FlashPunk, and Unity.
#4
Posted 11 December 2009 - 03:55 AM
well there really is a huge community for both programs, and even though most of the applications being built are for audio, Max was originally just a pure data environment (the irony isn't lost on me). I think I'm going to head on over to their forums and ask the same question.
Theoretically I think it is possible. I'm just exploring the possibilities.
Theoretically I think it is possible. I'm just exploring the possibilities.
#5
Posted 11 December 2009 - 11:03 AM
Blender has an integrated game-engine along the same lines as you've suggested above. I can't say i've seen any games developed with it, nor tried using it personally.
EDIT: It is also listed in the engine database here on this site.
EDIT: It is also listed in the engine database here on this site.
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