> ...especially since wireless communication *is* sound - in the 2.4ghz 
> spectrum.

Not quite. Wireless coms use Radio waves, which are an electromagnetic
wave. Sound is not an electromagnetic wave ;)

On 08/01/06, Kuja <[EMAIL PROTECTED]> wrote:
> Why would you use pressure waves as packet emitters? It'd be far, far
> more reasonable (and easier) to use sound. Source already has the
> capability to have sound refract off of buildings, be blocked, etc.
> You'd just need to modify it. It'd work much better - especially since
> wireless communication *is* sound - in the 2.4ghz spectrum.
>
> -Jeff Katz
> Soulstrewn Studios LLC
>
> 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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