On Mon, Mar 2, 2009 at 4:21 PM, Mark Murphy <[email protected]> wrote:
>
> Stoyan Damov wrote:
>> http://developer.android.com/reference/android/hardware/SensorManager.html
>>
>> http://developer.android.com/reference/android/hardware/SensorListener.html
>
> I'm in much the same boat as the OP.
>
> While the aforementioned classes (sometimes) tell you if the device
> moves, it is not obvious how to translate those values into real-world
> specific motions.
>
> For example, if you watch the various iPhone commercials, you will see:
>
> -- a "shake" for dice rolling
> -- "steering" effects for driving simulators and games
>
> Having the low-level accelerometer values are all well and good, but for
> those of us without physics degrees (or, um, those of us *with* physics
> degrees but who, er, have forgotten most of it), it would be nice to
> have some wrapper classes that work on human-scale events, like shaking,
> steering, flipping, spinning, etc.

I know shit about converting the raw X, Y, Z data into shake, steering, etc.
For my game, I needed to handle tilt/roll only - I peeked at Lunar
Lander (the Tilt edition)'s source code, and experimented a few
minutes for another, different kind of tilt I needed in case the user
gets stuck. The point is - experiment. Knowing the Pythagorean theorem
helps but experimenting is quite as useful.

Cheers

>
> I was hoping to write some of these myself, and I may still figure it
> out, but the raw data is somewhat mystifying.
>
> If anyone knows of open source projects that have done a nice job with
> their accelerometer use, chime in!
>
> --
> Mark Murphy (a Commons Guy)
> http://commonsware.com
> Android Training in Sweden -- http://www.sotrium.com/training.php
>
> >
>

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