Intractable Game Data Help.
Posted 05 July 2011 - 04:40 PM
I'm after some information, or even just keywords that will allow me to research further..
Im trying to find more about what data is accessible to 3rd party game developers.
it might help if i give you an example..
Lets say iv got a racing car simulator thats powered by hydraulics, if i steer to the left the hydraulics adjust to enhance the gaming experience.
My question is, is that data (speed, direction etc) freely usable on most games? If one wanted to interact with this data on xbox, ps or pc is it aloud and possible?
Does this data have a name or term used to describe it?
I apologise if thats a little generic.. If anyone knows more about this in detail id be extremely interested in speaking with them.
Thanks all for your help!
Posted 05 July 2011 - 04:55 PM
Data like the position, velocity, etc. of the objects in the game world is stored in memory someplace and is controlled by the physics system of the game engine.
Posted 05 July 2011 - 05:14 PM
Lets say im building a racing car simulator with hydraulics that would plug in to an xbox.
I could build a hardware system that uses data from the game to move the hydraulics when turning on a track.
Is this data accessible or is it hidden away and not accessible for use.
Could my hardware legally access numeric vales for speed, g-force, acceleration?
Would the console/game allow me to access this info?
Hope that clarifies slightly..
Posted 05 July 2011 - 05:24 PM
Posted 05 July 2011 - 05:46 PM
Internal data! Yes! So there isnt a generic place where this info sits?
Presumably this info is shared over the a network when playing a multilayer game?
If i was to look into this further is 'internal data' the best way phrase or can this be refined further?
If the internal data data isn't available is the data that controls the rumble effect?
Cheers for your help! Much appreciated!
Posted 05 July 2011 - 07:09 PM
"Internal data" is just a generic term, sorry, that's not something you'll get any good results searching for.
Controller data (joystick deflection, button presses, rumble etc.) is more accessible - with the right hardware you can presumably sniff the data from the USB connection - but again, it's likely a proprietary protocol with no docs that you'd have to reverse-engineer to get anything out of.
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