Difference between revisions of "Q3osc"

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[http://www.parashift.com/c++-faq-lite/mixing-c-and-cpp.html mixing C and C++]<br>
 
[http://www.parashift.com/c++-faq-lite/mixing-c-and-cpp.html mixing C and C++]<br>
 
[http://developers.sun.com/solaris/articles/mixing.html more c/c++ mixing]
 
[http://developers.sun.com/solaris/articles/mixing.html more c/c++ mixing]
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[http://code3arena.planetquake.gamespy.com/articles/article9.shtml#server_client_ui Good description of the q3 VM, Client and server roles, and console vars]
 
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Revision as of 19:05, 5 January 2008

 

about

q3osc is an attempt to update the manner in which the quake3 gaming engine can be used to export player locations and entity actions outside of the q3 server via OSC. While q3osc is working from a fresh ioquake3 codebase, the inspiration came from pix + delire's excellent Q3APD project, which unfortunately makes use of the string-based FUDI protocol instead of a more flexible proper OSC protocol.

After using Q3APD for the 8-channel work maps & legends, it became apparent that while the mod was great, the idea could be improved and further explored, especially in terms of using OSC instead of FUDI, additional player gestures and data-points being exported from quake3 to an external audio engine. Since Q3APD used the string-based FUDI UDP implementation, rather than a full-blown standards-based OSC implementation, only PD could reasonably be used as the recipient of Q3APD outgoing data-streams. Since there are other excellent languages to be used, osc is a better choice.

With q3osc, the goal is to use a fully-featured OSC implementation like oscpack to not only recreate the basic user-coordinate tracking from Q3APD, but to also expand the scope of usable in-game parameters to include missle objects and other actionable items and events in the game world. Using OSC, we can implement audio engines built in any osc-capable audio software, such as ChucK, Max/MSP, SuperCollider or PD.

current status

1/03/07

osc output from test.cpp using oscpack compiled into ioquake3 engine successfull using homing rocket as trigger. Now moving on to isolate good params for export including the methods used in q3apd plus new goodies.

12/29/07

initial linking success with test.cpp, thanks to ge's sweet sweet compiler flags:

$(B)/baseq3/qagame$(ARCH).$(SHLIBEXT) : $(Q3GOBJ)
 $(CC) $(SHLIBLDFLAGS) -lstdc++ -o $@ $(Q3GOBJ)
$(B)/baseq3/cgame$(ARCH).$(SHLIBEXT) : $(Q3GOBJ)
 $(CC) $(SHLIBLDFLAGS) -lstdc++ -o $@ $(Q3GOBJ)
DO_CPP=$(CPP) $(BASE_CPPFLAGS) $(SHLIBCFLAGS) -o $@ -c $<

Makefile
Makefile.local

12/07

uber-beta floundering; while test .cpp classes are compiling correctly, something is going screwy in the linking process, which causes qagamei386.so to fail on the foo method call (see below)

Loading dll file qagame.
Sys_LoadDll(/user/r/rob/data/q3/dev/ccrma-kdevelop/build/release-linux-i386/ccrma/qagamei386.so)...
Sys_LoadDll(/user/r/rob/data/q3/dev/ccrma-kdevelop/build/release-linux-i386/ccrma/qagamei386.so) failed:
"Failed loading /user/r/rob/data/q3/dev/ccrma-kdevelop/build/release-linux-i386/ccrma/qagamei386.so:   
/user/r/rob/data/q3/dev/ccrma-kdevelop/build/release-linux-i386/ccrma/qagamei386.so: undefined symbol: foo"

references

Hamilton, R., "Maps and Legends: FPS-Based Interfaces For Composition and Immersive Performance" In Proceedings of the International Computer Music Association Conference, Copenhagen, Denmark, 2007.


dev shortcuts

rm -rf ccrma && mv baseq3 ccrma && ./ioquake3.i386 +set sv_pure 0 +set fs_game ccrma +devmap fan +set vm_ui 0 +set vm_cgame 0 +set vm_game 0


links