(05-05-2015, 01:24 AM)Halogene Wrote: Im curious how the haptic feedback would work? Will you get electro shocks from the right side when getting hit by the vortex or so?
The initial mode I'm implementing is basically tactile radar - you *feel* where the other players are in the game. I encode range and bearing (and can do friend/foe) in the pulse frequency and intensity of the haptic feedback. This works pretty well for AssaultCube, but I'd love to implement it for Xonotic. The haptic actuators in this case are little vibrating motors a la the ones you have in your mobile phone.
(05-05-2015, 06:15 AM)Mario Wrote: I'm not sure if the engine can know the player locations as easily as the game code, as that's where we handle them mostly.
If the majority of your functions are done in the engine, a game code hook could be added which allows telling the engine where players are and everything (although, I'm not sure if this is the best way).
I suppose one example of a game code hook that handles player related stuff is runstandardplayerphysics.
Yeah, that's precisely the impression I got. It would be comparatively easy to implement server-side I think.
My thinking was pretty simple - as only a few players will actually have the haptic feedback peripheral, I didn't want to burden the server with having to manage it and would prefer to just keep this all client-side. It seems like a game code hook might be a good solution (or at least *a* solution) - I guess I would implement as follows:
1. If the client detects the player has the haptic feedback device, it asks the server to send the player positions every couple of frames.
2. The server does so when requested.
3. The client then calculates the relevant ranges and bearings, and then communicates this to the haptic driver.
That was a bit more involved than I was hoping, but I suppose should work unless someone can think of another way that doesn't involve the server at all...
Thanks for your suggestions,
E