Help Placing Motion Simulator Code
by Mark Barry · in Torque Game Engine · 09/16/2003 (11:18 pm) · 2 replies
I'm using the TGE for a motion simulator project and need some advice...
I have a few lines of C++ Winsock code that I have used on other simulator projects that sends a few packets of telemetry data (pitch, roll, yaw, etc) through the UDP port. I then have another application reading that port constantly and then takes that data and sends it to our motion controllers to move a motion simulator. My question is, where would be the best place to put that Winsock code in TGE? In the engine or in a script? I'm assuming the engine would be the best place, but then where? I need to constantly send out the data at a rate of at least 30 Hz (or about 30 ms).
Thanks,
Mark Barry
I have a few lines of C++ Winsock code that I have used on other simulator projects that sends a few packets of telemetry data (pitch, roll, yaw, etc) through the UDP port. I then have another application reading that port constantly and then takes that data and sends it to our motion controllers to move a motion simulator. My question is, where would be the best place to put that Winsock code in TGE? In the engine or in a script? I'm assuming the engine would be the best place, but then where? I need to constantly send out the data at a rate of at least 30 Hz (or about 30 ms).
Thanks,
Mark Barry
About the author
#2
Thanks for the reply and information. I'll research your advice more.
Thanks,
Mark Barry
09/17/2003 (7:47 am)
Hi Ben,Thanks for the reply and information. I'll research your advice more.
Thanks,
Mark Barry
Associate Ben Garney
Be sure to add a way to toggle updates from the object, so that you can choose the right one. I would suggest doing this via a ConsoleMethod.