Hi list,

This is mostly speculative but being in the games industry for a while, and 
having gone through countless reflections on how to make a 3D FPS work for 
blind people, i think i can understand how the process has been, and there is 
really good news on this.

We at our studio use a platform called unity which allows for importing full 3d 
scenes into the game engine and relying on bounding boxes, physics and clever 
scripting, we can create a full fledged game with the help of the platform. 
Another one which is way better in comparison, and having native openGL as well 
as objective c fremworks is on the way, called UnrealEDIT.

The similarities between these two platforms is that both make extensive use of 
3D audio, itself very easy to implement provided a concise method is adopted. 
Bounding boxes in 3D space emit sounds and cue thanks to interasction between 
boxes and spheres which triger specific events.

So the process here of creating a 3D game in audio for blind people is actually 
straight-forward, Hi-jacking what is already being implemented in graphic 
context, adding custom code for accessibility and routing full power to audio 
instead of graphics to increase audio quality.

I am really excited to feel how the guys at papa sangre have implemented the 
navigation scheme as this has been a long standing reflection for me and my 
team. There are a bucketload of ways to make it happen, some more intuitive 
than others but being less interactive, and others completely loyal to classic 
FPS navigation but being a pain on a touchscreen.

This is good as it will fuel our motivation to continue developement on the 
game we have thought up, and search for funding for it.

Best 





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