Hi Michael,

On 14 May 2006 at 20:35, Michael G. spoke, thus:

> I've been thinking about something lately.  I've been reading articles
> pertaining to the new consoles that are coming out by Sony and Nintendo
> and there's been a lot of talk about their new controllers that utilize
> force feedback, rumble, and that sort of thing.  The Nintendo controller
> even features built-in sound.  I thought that was pretty cool.  The
> controller actually has it's own built-in speaker.  Reading this got me
> to thinking if it'd be possible    to take advantage of a PC force
> feedback controller for Quake?  I think this would be ideal for helping
> to more readily identify objects such as doors, weapons, and other
> things.  The combination of sound and   touch would greatly enhance a
> blind person's ability to navigate through a 3d environment and get a
> better mental picture as well.  Do you think it would be possible to get
> such a controller to work with this version of Quake? 

There's nothing theoretically making it impossible, it's just a question 
of implementation.  IMHO, the only way to get the code that does the 
interface management in ZQuake to be general enough to be adaptable to 
concepts like this would probably be to modernise the code to use an 
updated platform or library.  SDL, for example, or later versions of 
DirectX, might provide the necessary interfaces for these sort of haptic 
interfaces (or other, completely unrelated ones, for that matter).

This sort of thing happens to tie in nicely with the planned work on the 
audio subsystem, in that right now the audio rendering code is highly 
coupled with the engine and must be ripped out and replaced with a truely 
modular renderer and drivers to be adaptable and extensible in future.

Cheers,
Sabahattin

-- 
Sabahattin Gucukoglu <[EMAIL PROTECTED]>
Sound, QA, Misc. Development,
AGRIP Project
http://agrip.org.uk/
Voice: +44 20 88008915 or +44 7986 053399

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