If you haven't done so go check out Darwinia. It's got various little "particle" things that are kind of cool in a "cyber space" way.
Quoting Julian Moschüring <[EMAIL PROTECTED]>: > 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 > >> > >>-- > >>http://www.de-punkt.de [ [EMAIL PROTECTED] ] http://www.stormix.de > >>PHP-Anwendungen sind gefährdet! SQL-Injection, XSS, Session-Angriffe, > >>CSRF, Commandshells, Response Splitting,... böhmische Dörfer? Dann gleich > >>"PHP-Sicherheit" direkt beim Verlag vorbestellen! > http://www.php-sicherheit.de/ > >> > >>_______________________________________________ > >>To unsubscribe, edit your list preferences, or view the list > >>archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > > > > > >-- > >^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^ > >+ L A D N E T webmail Unix or DIE! > >+^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^ > > -= www.ladnet.org =- > > > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

