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External control of 3d gamestudio?? #99713
11/24/06 07:53
11/24/06 07:53
Joined: Oct 2006
Posts: 5
San Francisco, CA
O
owenisbrave Offline OP
Newbie
owenisbrave  Offline OP
Newbie
O

Joined: Oct 2006
Posts: 5
San Francisco, CA
Other than control devices like the key board and mouse, what other methods of communication can 3d gamestudio use for incoming game data, such as cooridates? A text doc, TCP/IP, Java, Open Sound Control, C, etc..?

I kept it brief and general here, but if your interested, I made this post a few days ago with a detailed explaination of what I am trying to achieve.

thanks
owen

Re: External control of 3d gamestudio?? [Re: owenisbrave] #99714
11/24/06 09:04
11/24/06 09:04
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
There are lots of possibilities: Data can be read from an I/O port, using the port instructions; or from a file; or from an external C/C++ software driver, using a plugin. It depends on which way your data is generated.

I/O Ports [Re: jcl] #99715
11/25/06 00:03
11/25/06 00:03
Joined: Oct 2006
Posts: 5
San Francisco, CA
O
owenisbrave Offline OP
Newbie
owenisbrave  Offline OP
Newbie
O

Joined: Oct 2006
Posts: 5
San Francisco, CA
Thanks jcl. Got some more.

Could you point me to some documentation with the port instructions? I've been poking around for it but to no avail.

Also, which of these methods would lend itself best to dynamically controling the 3d gamestudio game enviroment?

Thanks again.

Re: I/O Ports [Re: owenisbrave] #99716
11/27/06 11:57
11/27/06 11:57
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
The port instructions are described in the manual under "port_in, port_out".

I guess the best method is writing a plugin when there's a driver available for your data; otherwise, port instructions.


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