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
> >>
> >>--
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> >>
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> >>
> >
> >
> >--
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> >
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