On Friday 08 May 2009 02:32:40 Denis Johnson wrote:
>
> Could you or someone please describe where and how to install fsoraw
> on shr-testing (23 Apr or so) ?
>
There is a howto on the mokomaze project webpage.
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On Thu, May 7, 2009 at 11:23 AM, Joerg Reisenweber wrote:
> Using gmeter for resetting suspend-timer is useless here as I may hold the
> game steady and still don't want the screen to blank.
> The only correct way to handle this is to stop screenblanking as long as
> mokomaze is running.
> I sugge
Am Mi 29. April 2009 schrieb arne anka:
> > I don't think it's wise to use the accelerometers as a way to tell
> > whether the phone is used or not.
>
> to repeat it again: we are talking about people playing a game or whatever
> with the only activity being moving the device --
> _NO_TOUCH
Michael 'Mickey' Lauer wrote:
> One solution would be to make the accelerometers a FSO Resource
Oh yes! This is a thing I was waiting for so long.
> One of the things I want to implement for FSO milestone6 is auto-suspend when
> the phone is lying up-side-down on a table with auto-wakeup when yo
Ahh, cool. So 'shake to wake' is feasible?
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On Wednesday 29 April 2009 17:23:57 The Digital Pioneer wrote:
> I thought it was impossible to wake from suspend based on accel. input...
> Was I mistaken?
Yes, it works fine. Apparantly the kernel devs had a hard time getting it
going, but hardware-wise we made sure that the accelerometers are
I thought it was impossible to wake from suspend based on accel. input...
Was I mistaken?
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One solution would be to make the accelerometers a FSO Resource, so that
application reference counting works.
One of the things I want to implement for FSO milestone6 is auto-suspend when
the phone is lying up-side-down on a table with auto-wakeup when you give it a
whack.
:M:
_
> I think a program like mokomaze should tell it.
to whom? to framewokd? that's what i suggested in the first place.
> have to process that data (wasting precious CPU cycles) when it's
> impossible to tell if the phone's motion is meaningful or not, other
> than seeing what apps are running.
I think a program like mokomaze should tell it. Why have two apps processing
accelerometer input when only one needs to be? I would think you could
assume that while I'm playing mokomaze, I don't want the screen to blank. I
just don't see it as useful to make frameworkd poll the accelerometers and
> I don't think it's wise to use the accelerometers as a way to tell
> whether the phone is used or not.
to repeat it again: we are talking about people playing a game or whatever
with the only activity being moving the device --
_NO_TOUCH_OR_BUTTON_OR_WHATEVER_.
now, how is the frameworkd (
I don't think it's wise to use the accelerometers as a way to tell whether
the phone is used or not. Other things, such as the GSM chip or touchscreen,
only signal activity when there actually is activity; the accelerometers are
always sending data and that would have to be processed constantly to
On Wednesday 29 April 2009, ANT wrote:
> arne anka wrote:
> >other inputs, namely the touchscreen, prevent from suspending/blanking --
> >why shouldn't for the duration of a game the motion sensors server the
> >same purpose?
>
> Good idea. Really, it seems that frameworkd ignores accelerometers me
I dont know if it is possible to edit rules at
run-time via dbus. It will be interesting to know the opinion of competent
people.
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> I think that motion gestures is not really usable to control
> auto-suspend or
other inputs, namely the touchscreen, prevent from suspending/blanking --
why shouldn't for the duration of a game the motion sensors server the
same purpose? it's not like they shall rule the world -- only sign
be used --
>is there any way to enable/disable them for frameworkd dynamically
>(disabled by default per config file)?
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> mdbus -s org.freesmartphone.odeviced
> /org/freesmartphone/Device/IdleNotifier/0
> org.freesmartphone.Device.IdleNotifier.SetTimeout suspend 0 #or -1?
...
would be nice, if for a case like that the motion sensors could be used --
is there any way to enable/disable them for frameworkd dynamica
u planned use svn?
It is not planned yet.
Thanks for many improvement ideas. :)
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I mean do that new version has vibration too, it is nice effect.
I looked old sources and planned how to implement idea of multiplaying
(another players ball visible in 'ghost'). Maybe simple udp-packets
containing x and y. (can we suppose they are in same wlan?)
Have you planned use svn?
-Aapo
the project's homepage.
It seems that this sequence of commands works only once on latests versions
of SHR.
2All: please let us know what anti-blanking solution for GPS software,
audio/video players, games do you use.
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If you hit a wall hard enough yes it does have vibration but that is all I
can tell about it, I have yet to run into a time limit, then again I can't
stay alive because of my screen blanking.
On Mon, Apr 27, 2009 at 3:27 PM, Aapo Rantalainen <
aapo.rantalai...@gmail.com> wrote:
> Looks nice.
> I
Looks nice.
I think hate is no cool. Hole is better than Vista. (actually in
every context hole is better than Vista =).
Do it has vibration? Are you planned timecounter? I liked play without
time, but maybe I will want challenge somebody, so how we know who is
better?
Maybe player profile and ea
; game skin. Maybe I'll add an undocumented feature of showing logos on the
> holes :) .
>
> Marco Trevisan wrote:
> >>Cool!
> >>
> >>By the way, using the "vista" logo was a cool idea, what about re-adding
> >>it? :P
>
> --
> View this messa
gt;
>>By the way, using the "vista" logo was a cool idea, what about re-adding
>>it? :P
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> On Mon, Apr 27, 2009 at 10:37 AM, ANT wrote:
> Hello list!
>
> I want to tell that Mokomaze (ball-in-the-labyrinth game) is still
> developing.
> Currently I am preparing release of a new version (with completely new
> physics and graphics engines) which will satisfy (almost) all your
> improvem
Looks awesome! The ball rolling seems much more accurate than mine is, I
assume this is due to the new physics engine. I can't wait for the release.
:D
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compatible with recent kernels? Now
it
>>doesn't work on andy-tracking (changed working style of accelerometers).
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On Monday 27 April 2009 12:51:49 Johny Tenfinger wrote:
> On Mon, Apr 27, 2009 at 09:37, ANT wrote:
> > I want to tell that Mokomaze (ball-in-the-labyrinth game) is still
> > developing.
>
> Does that mean that Mokomaze will be compatible with recent kernels? Now it
> doesn't work on andy-tracking
On Mon, Apr 27, 2009 at 09:37, ANT wrote:
> I want to tell that Mokomaze (ball-in-the-labyrinth game) is still
> developing.
Does that mean that Mokomaze will be compatible with recent kernels? Now it
doesn't work on andy-tracking (changed working style of accelerometers).
Wow i have seen the new mokomaze's video very Cool!!!
Il giorno lun, 27/04/2009 alle 00.37 -0700, ANT ha scritto:
> Hello list!
>
> I want to tell that Mokomaze (ball-in-the-labyrinth game) is still
> developing.
> Currently I am preparing release of a new version (with completely new
> physics a
27;s homepage [1]
> and watch the demonstration video on youtube [2].
>
> [1] http://mokomaze.projects.openmoko.org/
> [2] http://www.youtube.com/watch?v=VVRRXx2kEu8
>
> Regards,
> ANT
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T
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