hey,
so, you only want to graphically simulate WLan AdHoc networks with the
source engine and make the physical communication and the osi layers
visible without attaching the graphics to any real communication? Just
for presentation purposes? Sounds funny, I want to see it when it's
finished :-)
Should be possible, it's just a hl2 mod without guns.... and players and
winning and this stuff ;-)

The explosions in hl2 should be a useful start, but they are not
propagating as far as i know, they are just there in a sphere with less
damage for objects that are farther away (you could use that as signal
strength ) and more when they are near but all damage is done at one
moment, but you can change that, furthermore you have to visualize it in
some way, with some kind of rays. Should all be possible but it's very
much work.
Do you need any user interaction, if not it would be easier to make
little simulations with 3dsm, xsi or some other 3d modelling, animation
and rendering program. I will go to sleep now! bye
-archy

sykes schrieb:

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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