Dude, I want what ever ur smokin ;D
On Sat, 07 Jan 2006 22:44:44 +0100, Christopher Kunz wrote
> Hi,
>
> I'm new to the list, so please bear with me :)
> I am currently in a fairly unusual project: For a my master's
> studies at Hanover University, I and a partner have been given the
> task of evaluating MANET (Mobile AdHoc Networks) simulation
> possibilities using the Half-Life 2 engine. That means we're
> supposed to create some kind of a radio wave model, ad-hoc
> connections and (ideally) IP networking. The result would then be a
> realtime 3D simulation of a WiFi or Bluetooth ad-hoc network.
>
> Luckily, the OSI layer model allows us to break the task down into smaller
> subtasks, ranging from the physical to the application layer.
> Probably, everything above Layer 3 or 4 is not interesting for our purposes.
>
> So far, we are still thinking about how to implement the physical
> layer in HL². What we need is a free-space propagation model
> including packet travel through air and if possible re- and
> deflection as well as materials support. Our idea was to hook into
> an NPC's OnTakeDamage function and use explosions (which seem to be
> circular or spherical in their pressure wave) as "packet emitters". The
> RadiusDamage stuff seems to be ideal for simulating a free-space
> propagation for radio signales. We would then have to put some kind
> of payload data into the explosion event... or something like that.
>
> Does anyone on the list have any insight if this approach is
> feasible at all? Do you have better ideas for us?
>
> Thanks for your input,
>
> --ck
>
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