Re: [tuxracer-devel] Greetings, and a question.
Status: Beta
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jfpatry
From: Jasmin P. <jf...@mu...> - 2000-03-22 18:42:10
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On Wed, 22 Mar 2000, Joseph Toscano wrote: > It might be a good tool, but writing .MOD music is utterly restrictive. > Extremely low sample quality (8000hz, 8-bit) and only four/eight > channels or something. Ouch. Ugh, that's certainly not very appealing. > Yeah, the MikMod_Update() routine takes for *ever* sometimes. I could > never understand that. Question, though: The Adonthell team is writing > Adonthell using SDL. The people who wrote SDL integrated MikMod into a > seperate add-on lib, SDL_Mixer. It works fine. Not sure what lib you're > using for Tux Racer, of course. I wonder if MikMod can be rolled into > that library somehow. Currently, I'm not really using any external libraries other than OpenGL/GLUT and Tcl (and glibc, etc.). I'm planning on using PLIB for its UI, scene graph, model loading abilities, etc., but nothing's keeping me from using SDL for sound. The downside is that it adds another dependency. When I get a chance, I'm going to look at glTron which also uses SDL and SDL_Mixer, to get a feel for how it's used. I'll also look at Pingus to see how it handles things -- I imagine the sound support is built into ClanLib? > I. . . *suppose* I could write music in MOD format, but. . . if the > music ends up in MOD format, it's better to have no music at all. It's > depressingly unimpressive. <g> It'd detract from the game if anything. Yeah. Until I settle on a library, maybe you should hold off writing anything. (I should warn you that I'm extremely busy with school and other projects right now, so please be patient...) Cheers, Jasmin -- Jasmin Patry Master's Student, Dept. of Computer Science jf...@cg... http://www.cgl.uwaterloo.ca/~jfpatry/ |