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 -- You received this message because you are subscribed to the Google Groups "MacVisionaries" group. To post to this group, send email to macvisionar...@googlegroups.com. To unsubscribe from this group, send email to macvisionaries+unsubscr...@googlegroups.com. For more options, visit this group at http://groups.google.com/group/macvisionaries?hl=en.