Actually, sound and light are two totally different things. Sound is
pressure, and light is a photon. With the spectrum being a measure of
frequency, sound and light can fit into the same spectrum, even the same
areas.
Christopher Kunz wrote:
I have thought about that too - sound or light are
...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?
Julian Moschüring wrote:
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
Kuja 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
--
[ Picked text/plain from multipart/alternative ]
I have thought about that too - sound or light are both waves, albeit in
different areas of the spectrum. Actors can react to both, I think. Can I
have
sound without actually having anything heard? ultrasound or something? :)
possibly, why
Adam amckern Mckern wrote:
IMO, take a look at the hound eye shock wave effect,
if you can slow it down, then your have a wonderful
effect (though not an expanding globe, it is an
expanding circle.)
Where do I see those? AFAICT, hound eyes are not in HL2.
--ck
--
http://www.de-punkt.de [
They are in hl2:substance http://ludus1942.ngi.it/
--- Christopher Kunz [EMAIL PROTECTED] wrote:
Adam amckern Mckern wrote:
IMO, take a look at the hound eye shock wave
effect,
if you can slow it down, then your have a
wonderful
effect (though not an expanding globe, it is an
--
[ Picked text/plain from multipart/alternative ]
Learn the particle system inside out and you should be able to pull this one
off. When your little entity does the take damage func spawn a system to
have some pretty explosion looking effect. Other than that I think you are a
madman and wish you
Fun concept. You'll probably be better off creating your own entity and
creating your own method for hit-testing, overlap, etc. The OnTakeDamage and
CEntitySphereQuery are pretty limited in the fact that it'd be harder to
calculate world (i.e. walls) disrupting the radio wave. You'd probably do
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 :-)
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
IMO, take a look at the hound eye shock wave effect,
if you can slow it down, then your have a wonderful
effect (though not an expanding globe, it is an
expanding circle.)
You also have Natural Selections scan area effect,
that i spose is based on the hound eye shockwave.
My Website
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
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