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 GlovePie replacement ? 
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3D Angel Eyes (Moderator)
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Well I kind of like Oliver, but if it were spelled: OliVR
Or .DIE (DOT DIE) since its a Device Input Emulator written with .NET

Also, can we just take over the OpenPIE project? Doesn't look like they are doing anything with it. All they did was make a sourceforge page like 5 years ago and never committed jack. I say we just use the name.

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Thu Jan 19, 2012 9:04 pm
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Petrif-Eyed
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I think OliVR is clever but it doesn't really fit this product well. We should save that name for something more deserving.

I think stealing OpenPIE is a pretty good idea. It's not like they have a copyright. Can we just take administrative control of the SourceForge project or do we need to create a new project somewhere?

Edit: Just thought of OPIE (pronounced o-pee). Not sure if that's any better than OpenPIE. Tends to make me think of Ron Howard. :?


Thu Jan 19, 2012 9:43 pm
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CyberVillain wrote:
Im done with the POC, LUa will work very well for our needs.
IT was very easy to work with, this little test took under 15 minutes to write, including reading the reference manual!

If you wanna try it out, see my attachment, please note that this is just a proof of concept.. the code will not be used for the real product


That's pretty slick. :D I haven't looked at LUA but it does seem to fit nicely. I wonder if it can handle C# accessors instead of functions so you could have syntax like "yaw = mouse.X". My guess is "no", but that would make it easier to port GlovePie scripts. Maybe you could use just use member variables to get that syntax?


CyberVillain wrote:
Done even more googling and testing, Lua isnt threadsafe so if we choose a event model the events have to be triggered on the Lua thread (Each plugin can still have their own polling thread)


Not really sure what you mean by this? It doesn't look like LUA runs in its own thread - just the thread that calls luaEngine.DoString()

CyberVillain wrote:
Done more testing, a plugin can implement an event driven model :D

They have supplied a wrapper for C# events.. all yo have todo in Lua


That's not really what I had in mind anyway. I would think the event callbacks would go in the IOPlugin classes. Something sort-of like this...

Code:
public class MyDevice:IOPlugin, DeviceInterface {

    Device D = new DeviceAPI();
    int x = 0;

    public int X {
        get {
            // the device and LUA parser must synchronize access to this value
            lock(this) {
                return x;
            }
        }
    }
   
    void OnDeviceChanged() {
        // this function gets called by the device thread

        lock(this) {
            x = D.GetX();
        }
    }
}

//
// Maybe now the LUA script can use "x = device.X" to get the value in a thread-safe / event-driven way ?
//



Thu Jan 19, 2012 10:30 pm
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OpenPIE sounds the best, if thats not possible, how about FreePIE?

Yum, free pie.
:D


Thu Jan 19, 2012 11:09 pm
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FreePIE is funny. I'm good with either of those :)


Thu Jan 19, 2012 11:35 pm
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brantlew wrote:
CyberVillain wrote:
Im done with the POC, LUa will work very well for our needs.
IT was very easy to work with, this little test took under 15 minutes to write, including reading the reference manual!

If you wanna try it out, see my attachment, please note that this is just a proof of concept.. the code will not be used for the real product


That's pretty slick. :D I haven't looked at LUA but it does seem to fit nicely. I wonder if it can handle C# accessors instead of functions so you could have syntax like "yaw = mouse.X". My guess is "no", but that would make it easier to port GlovePie scripts. Maybe you could use just use member variables to get that syntax?



If you prepend the LUA script with some LUA for .NET stuff i think you can have it access properties (Saw some examples for it somewhere)... Will have to look into it later..

brantlew wrote:

CyberVillain wrote:
Done even more googling and testing, Lua isnt threadsafe so if we choose a event model the events have to be triggered on the Lua thread (Each plugin can still have their own polling thread)


Not really sure what you mean by this? It doesn't look like LUA runs in its own thread - just the thread that calls luaEngine.DoString()



Yeah, i mean the thread that LUA runs in the host program...


brantlew wrote:

CyberVillain wrote:
Done more testing, a plugin can implement an event driven model :D

They have supplied a wrapper for C# events.. all yo have todo in Lua


That's not really what I had in mind anyway. I would think the event callbacks would go in the IOPlugin classes. Something sort-of like this...

Code:
public class MyDevice:IOPlugin, DeviceInterface {

    Device D = new DeviceAPI();
    int x = 0;

    public int X {
        get {
            // the device and LUA parser must synchronize access to this value
            lock(this) {
                return x;
            }
        }
    }
   
    void OnDeviceChanged() {
        // this function gets called by the device thread

        lock(this) {
            x = D.GetX();
        }
    }
}

//
// Maybe now the LUA script can use "x = device.X" to get the value in a thread-safe / event-driven way ?
//



Yeah, well, my original plan was pretty much exactly like that but it doesnt work. You have to lock everything that LUA can access (Because Luas state machine isnt thread safe)... Which i think is a too big trade off both in "clean code" and performance..

http://stackoverflow.com/questions/7242 ... exceptions


Last edited by CyberVillain on Fri Jan 20, 2012 3:53 am, edited 1 time in total.



Fri Jan 20, 2012 1:57 am
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I vote for FreePIE :D


Fri Jan 20, 2012 2:01 am
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A big problem we need to solve is to detect which plugin dependencies a script has, we cant load them all because we dont want unnecessary background threads running collecting data we do not need..

Doesn't look like Lua supports it out of the box, the bruteforce way of doing it is to not add any plugins to the Lua engine, let the script crash, parse the error message for the name of the missing plugin, add it, run script again and so on.. This is ugly, plus if the scrip is complex with if-cases,switch-cases, while loops etc it will be hard to cover all execution paths...

edit: Maybe the easiest way if to just parse the script.. If we constraint our implemention to that globals has to be objects with methods and not just loose functions

example:

diagnostics:debug("foo")

instead of just debug("foo")

the first example is eeasilty parsed, a bit sad that we have to do it ourself though....

edit again: On a second thought.. its not very easyily parsed.. consider this..

you have two plugins, TrackIR and FreeTrackIR (Just an example)

if(FreeTrackIR:getX > 0) then
..code
end

a simple regex will return both above plugins.. Theres a bit of plumbing todo to get it right. But its not impossible... I whished the Lua engine fixed this instead


Fri Jan 20, 2012 4:14 am
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There are only 4 guys commenting at this point and we have 3 votes for FreePIE so that's a majority. FreePIE it is! Why don't we start an open source project somewhere and continue the low level discussions over there.

I've never worked on an open source project, so I don't really have any preferences or opinions about which service works best.


Fri Jan 20, 2012 9:08 am
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brantlew wrote:
There are only 4 guys commenting at this point and we have 3 votes for FreePIE so that's a majority. FreePIE it is! Why don't we start an open source project somewhere and continue the low level discussions over there.

I've never worked on an open source project, so I don't really have any preferences or opinions about which service works best.


Me neither but I have used Github... I can upload a project with basic lineout...


Fri Jan 20, 2012 9:35 am
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That's fine with me. I don't know anything about GIT but I don't mind experimenting with it. I've heard that GitHUB is more friendly to work with (whatever that means).


Fri Jan 20, 2012 10:05 am
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hmm.. its possible to access properties.. but only if we load the CLR extension for Lua.. that means that a lua script can do

System.IO.File.DeleteEveryThing, OR worse implement a keylogger that sends bank passwords etc using Socket, WCF or whatever


I do not think we should give that right to the script writers.. a less experiened user can copy paste a FreePie virus and run it..


Fri Jan 20, 2012 10:40 am
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Quote:
A big problem we need to solve is to detect which plugin dependencies a script has, we cant load them all because we dont want unnecessary background threads running collecting data we do not need..


Just create a header section in the plugin that lists what dependencies it has, so that the engine can load them. Make it the problem of the script coder, not the engine.


Fri Jan 20, 2012 6:06 pm
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This sums up my progress for the day, I'll hope to have something up on github by tomorrow!

Night, night...

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Fri Jan 20, 2012 6:25 pm
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I just setup my Git account, but I'm troubled by the lack of an important feature. They don't have a project forum - WTF??? That really seems like a huge oversight on their part. So where does a team like us in the infant design stage go to discuss design? Here? This doesn't seem like the right place to discuss code design. Do we have to start a google group or something? Seems dumb that we can't have our project discussion right there on the project page like SourceForge.

Well they sort of have forum-like features sprinkled through the "pull requests" and issue tracking where you can have active discussions. It just seems weird that we would have to open an issue like "Initial Design" just to talk about the project.


Sat Jan 21, 2012 1:21 am
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Looks like sourceforge have Git these days?


Sat Jan 21, 2012 5:42 am
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Is it ok for you guys if we skip the GUI for a while? Only use Unittesting as a "GUI"?
I like testdriven development and I think we should aim for a high code coverage..

I've soon done with a basic shell for the API, it has lots of holes that needs filling, but its a good start.. I actually implemented a woring example, Freetrack.. The GUI is going to be a challange.. But I can put up a basic shell with WPF and Caliburn micro so we have something to work on..


Sat Jan 21, 2012 8:30 am
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Yeah, I like FreePIE. Good choice.

I think we should just use this thread as our discussion (for design, etc.). Any non-technical people would have been scared off many pages ago. When we have something working, we can make a new thread for user feedback and comments. This is a developer's thread for now.

In terms of using different device libraries, can't we just initialize only the ones we need. I mean, obviously we will have to include all the relevant libraries for each device, but we do not have to initialize and poll for every device constantly. We could have a script pre-processor that checks which devices are used and then only load and poll those devices. Or we could do a more generic approach where all compatible devices are enumerated and then attached to a generic VR device proxy controller, and the script only accesses these proxy controllers. There should be a way, of course, to enable or set preference to which devices you wish mapped to which proxy controllers. Of course, you can down-cast the proxy to a particular device if you need device specific features. This way the same script could work for any type of 3DOF device (or greater), could be a Wiimote, could be Razer Hydra, could be a Sparkfun IMU, etc.

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Sat Jan 21, 2012 12:37 pm
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Are you still going to open a GitHUB project CyberVillain? They support a limited kind of forum discussion. Personally I would rather discuss technical details over there to avoid monopolizing the board here with a flood of largely ignored posts. Also, if we pick up other participants along the way outside of our little VR group it would help to have the design history documented in-place. We can still give milestone updates over here.

I've been holding my comments, but since we don't have a project site yet I'll go ahead and add a couple of technical comments.

I think we should definitely skip the GUI until we have a solid architecture and most of the popular devices implemented. I have no problem with it being a command line utility and writing scripts in notepad, and much of our target audience (tech geeks) can handle that as well. The GUI is a polishing step, and adds little value to the app.

Also regarding this:
CyberVillain wrote:
Yeah, well, my original plan was pretty much exactly like that but it doesnt work. You have to lock everything that LUA can access (Because Luas state machine isnt thread safe)... Which i think is a too big trade off both in "clean code" and performance..

http://stackoverflow.com/questions/7242 ... exceptions

Please explain this a bit more. The link you supplied seems to be discussing that LUA functions are not reentrant. That doesn't surprise me or trouble me, because that is not what my pseudo-code example was doing. I was not calling into LUA functions from a device I/O thread. Instead it was just protecting against when the LUA thread called our device functions. Perhaps I don't understand LUA thoroughly enough. Why doesn't my code sample work?


Sat Jan 21, 2012 3:08 pm
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I've been sitting for the last FOUR hours and trying to create and access a git repo at sourceforge.

I gave up, did it with SVN instead.. The code us up, i need your sourceforge names so i can add you... Download the code, look around at the basic architecture of things.. My company has a Mumble server (VOIP) we can use to talk about everything done so far.. Please do not commit anything until coding standards etc are communicated..


Sat Jan 21, 2012 3:53 pm
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you can go to the read only repo to download before you get your accounts

svn://svn.code.sf.net/p/freepie/code/trunk


Sat Jan 21, 2012 3:59 pm
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I am now "brantlew" on SourceForge as well.


Sun Jan 22, 2012 12:24 am
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brantlew wrote:
I am now "brantlew" on SourceForge as well.


Ok, you should have read/write access now...

I also created a forum so we can discuss over there aswell.. but as Cyber pointed out I think the none developer guys have moved away from this thread :D


Sun Jan 22, 2012 5:20 am
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You guys that use express VS2010 might cant open the Microsoft test projects, let me know if thats the case we can change to nUnit


Sun Jan 22, 2012 5:27 am
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Alpha 0.00000001 of GUI :D

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Come on now, guys join up and start coding :D


Sun Jan 22, 2012 7:40 am
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I'm "cybereality" on SourceForge. Do I need to do anything to join the dev team?

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Sun Jan 22, 2012 10:35 am
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cybereality wrote:
I'm "cybereality" on SourceForge. Do I need to do anything to join the dev team?


I'll fix it for ya..
edit: Its done, look around the code and we can have a VOIP meeting some time this week about how we should continue

On another note, a first milestone was done today.. I used this Luascript to get Ahrs data into Arma 2 :D


Code:

freeTrack:setYaw(math:toRad(filters:simple(ahrsImu:getYaw(), 0.75)))
freeTrack:setPitch(math:toRad(filters:simple(ahrsImu:getPitch(), 0.75)))
freeTrack:setRoll(math:toRad(filters:simple(ahrsImu:getRoll(), 0.75)))



Sun Jan 22, 2012 11:49 am
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CyberVillain wrote:
brantlew wrote:
I am now "brantlew" on SourceForge as well.


Ok, you should have read/write access now...

I also created a forum so we can discuss over there aswell.. but as Cyber pointed out I think the none developer guys have moved away from this thread :D


Nope, still here! Don't have much to add but still intresting to see whats going on.

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Sun Jan 22, 2012 12:14 pm
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bobv5 wrote:
CyberVillain wrote:
brantlew wrote:
I am now "brantlew" on SourceForge as well.


Ok, you should have read/write access now...

I also created a forum so we can discuss over there aswell.. but as Cyber pointed out I think the none developer guys have moved away from this thread :D


Nope, still here! Don't have much to add but still intresting to see whats going on.


I hope we have achieved more then that OpenPIE project at least :D


Sun Jan 22, 2012 12:33 pm
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I have another plugin idea.. A plugin that can hook into nvidia sterovision and change convergence and seperation settings... In BF3 for example you can then trigger on mouse right (Put the scope up for aiming) change the converge so that the scope is rendered at z = 0 and then when you release the button the converge goes back to what ever is optimum for the game... I have no idea if its possible, but it would be very, very cool :D


Mon Jan 23, 2012 5:26 am
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Would one of you be able to post it somewhere next time you compile? (Does this type of software even get compiled?)

Also, what are you using to work on this? I saw vs2010 express mentioned, but on the website there are a few versions. I'm guessing the c# version?

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Mon Jan 23, 2012 6:51 am
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bobv5 wrote:
Would one of you be able to post it somewhere next time you compile? (Does this type of software even get compiled?)

Also, what are you using to work on this? I saw vs2010 express mentioned, but on the website there are a few versions. I'm guessing the c# version?


Hmm, i guess i could put up a binary version, the problem with that is that then I have to take responsibility for viruses and stuff?

edit: Oh, it gets compiled, just not in the same manner as C or Cpp code.. It's compiled to MSIL (Microsoft Intermediate Language) and then the .NET Virtual machine runs that code in realtime. You do not need VS2010, only the .NET 4.0 Runtime

edit2: I use VS2010 Suite version which costs loads of money.. It should also work with the Ultimate version, still costs alot of money.. I do not now which version the other guys use, I would like to know myself if everything runs under VS2010 express.. Everything is written in C# (IS the express version language dependent?)


Mon Jan 23, 2012 7:06 am
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If you belive your machine is clean thats enough for me. I have multiple backups of the stuff I can't replace so not really too bothered. Perhaps send the link in a PM if your worried about sending it to the whole world.

Installing vs2010 express c# at the moment, I figured if I'm going to have that huge framework thing, I might as well install the rest and try learn to use it. Get a bit more use out of the vast amounts of diskspace it takes. (Insert rant here, bigger than a planet, worse than hitler, all that stuff :lol: )

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Mon Jan 23, 2012 7:28 am
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bobv5 wrote:
If you belive your machine is clean thats enough for me. I have multiple backups of the stuff I can't replace so not really too bothered. Perhaps send the link in a PM if your worried about sending it to the whole world.

Installing vs2010 express c# at the moment, I figured if I'm going to have that huge framework thing, I might as well install the rest and try learn to use it. Get a bit more use out of the vast amounts of diskspace it takes. (Insert rant here, bigger than a planet, worse than hitler, all that stuff :lol: )


Hehe, thats the reason why I install and run all my devtools on a VMWare machine so that I do not need to bloat my gamer PC with that stuff.. :D I can compile a version when I get home and add it has a attachment here, the software is not ready for a public alpha.. For example there is NO expection handling in the script engine yet so if you run a script thats broken it will crash the entire program right now...


Mon Jan 23, 2012 7:50 am
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It compiles (with a few complaints) and runs from Visual C# Express 2010.

CyberVillain if we want to supply alpha builds we could host them at SourcForge and supply a link here.

Edit: Also if anyone here actually wants to endure all the esoteric chatter that goes on during code development you can follow along here:
http://sourceforge.net/p/freepie/discussion/


Mon Jan 23, 2012 8:39 am
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Started with syntax highlithing, it's on a crash course with the dark theme I selected for the rest of the UI :P

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Mon Jan 23, 2012 4:34 pm
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Just posting to say that despite my lack of understanding, I am following along in this thread, reading every post. :D I feel like all the pieces needed for great VR gaming are coming together after all these years!


Mon Jan 23, 2012 4:41 pm
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PalmerTech wrote:
Just posting to say that despite my lack of understanding, I am following along in this thread, reading every post. :D I feel like all the pieces needed for great VR gaming are coming together after all these years!


Thanks palmer!


Tue Jan 24, 2012 12:48 am
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This is a repeat of a general question brought up at SourceForge

CyberVillain wrote:
So which plugins as a minimum should be shipped with the Core?
I think atleast

TrackIR (We can look at the FaceTrackNoIR) for this one, its written in C
FreeTrack (Its done)
Mouse
WiiMote
ppJoy
Somekind of generic Comport maybe?

Bonus
AHRS IMU (Its done)
Vuxiz (brantlew working on it)


brantlew wrote:
Let's bring this up on the MTBS3D board as well.
- Keyboard
- OSC (so we can bridge through GlovePIE to control devices that we don't support yet and vice-versa)
- maybe a generic UDP socket instead of com port (similar to OSC but with a custom protocol perhaps)


Tue Jan 24, 2012 11:52 am
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When you say wiimote I guess you are including the motion plus with that?

Comport would be intresting, but I would say it is relavtivly low priority. Would be good if comport could also be used for output, for example to send instructions to haptic feedback devices.

Xbox 360 pad emulation would be good to have, to allow analogue movement control instead of wasd keys.

EDIT-
http://code.google.com/p/linuxtrack-wine/
That codes for linux but might help with trackir.

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