Intractable Game Data Help.

Tomstarley 101 Jul 05, 2011 at 16:40

Just wondering if anyone can help. 1st up I’m not a developer so go easy on me.

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!


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Reedbeta 167 Jul 05, 2011 at 16:55

Your question is too vague. In what way do you want to “interact with this data”?

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.

Tomstarley 101 Jul 05, 2011 at 17:14

Apologies for the vagueness!

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..

Reedbeta 167 Jul 05, 2011 at 17:24

Ahh, I see - you want to get access to the game’s internal data to run your custom hardware. This is not really going to be possible without having a game engine that’s built with your hardware in mind. The data is in the computer’s memory somewhere, but you don’t know where or how to find it, and you don’t have external access to the memory anyway. If you were building your own game, you could add code to the engine to communicate with your hardware (e.g. by sending network packets), but retrofitting this onto an existing game for which you don’t have the source is not realistically possible.

Tomstarley 101 Jul 05, 2011 at 17:46

Woha! Getting somewhere. Awesome, thanks!

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!

Reedbeta 167 Jul 05, 2011 at 19:09

No, there’s no generic place for it. Yes, in a multiplayer setting some of this information will be sent across the network, but again there’s no simple way to decode it; every game has its own network protocol and they’re proprietary, so not publicly documented.

“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.