I know the command for creating an object, but I didn't know there's a command 
to destroy one. Which one is it?

Sent from my iPad

On 8 Οκτ 2012, at 14:40, "Scott R. Looney" <scottrloo...@gmail.com> wrote:

> yes i've been looking at your stuff -  that plus iemguts. the only issue with 
> whatever solution i have to provide is that i want to run it with libpd and 
> potentially sell the results on the App Store, so licenses have to be MIT or 
> BSD and not GPL. all of this because i'm considering the complexities 
> involved in putting together a dynamic game audio engine in PD, and sending 
> messages to it from either a separately programmed GUI or an engine like 
> Unity. i'm still in the preliminaries of just thinking about ramifications 
> and it's just getting more and more complex as i think about it.
> 
> as for other responses, i think keeping track of it externally  (i'd be 
> inclined to do this with Javascript and not C) is a good idea. since commands 
> to create and destroy objects come from outside i should be able to keep 
> track of their creation order. everything is still early days, both in terms 
> of my basic understanding of PD and my understanding of the most efficient 
> way to deal with it.
> 
> scott
> 
> On Mon, Oct 8, 2012 at 3:42 AM, Thomas Grill <g...@grrrr.org> wrote:
>> Hi,
>> 
>> >
>> > I'd get into writing a helper object to keep track of things - written in 
>> > C - because this does make the process of dynamic patching a lot easier. 
>> > You can encode object types and connections in such an object I guess -  
>> > this is a bit like writing an object that makes a map of Pd patches, and 
>> > you could encode the connections as well. Perhaps iemguts does this 
>> > although I don't know it that well. (it's the patch itself we're trying to 
>> > query after all - what objects, in what order, and how are they connected, 
>> > and in what order).
>> >
>> 
>> i guess this is also just what dyn~ 
>> (http://puredata.info/Members/thomas/dynext) tries to do.
>> gr~~~
> 
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