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UrQuan Masters!
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Flandry
2009-12-24 , 23:04
Posts: 1,559 | Thanked: 1,786 times | Joined on Oct 2009 @ Boston
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Thanks for the explanation, cddiede. As you said, the "best" way to add accelerometer control to the game seemed to be by making tilt show up as stick movements using the linux joystick driver, hence the need for the joydev kernel module. I had just assumed it would be included as it is in most distributions of linux, and when i discovered that it wasn't, attila77 kindly offered to package it up as he is already doing some kernel module work.
The advantage to this approach is that it allows for any program that supports a joystick to also get accelerometer support; indeed i plan to break out the accelemymote portion as an independent package once i get it refined through the uqm testing.
Speaking of testing, with my new N900 in hand, i installed the devel version of uqm and then used insmod and the joydev kernel module in the bugtracker to get the module installed, and the accelerometer control actually does mostly work as expected (much to my surprise
). It's not the easiest way to control all the directions. I'm thinking the best default would be for just up and down. I welcome input on the subject when others get a chance to try it. Also, the way the accelemymote program works right now leaves very little neutral area in the center, so it's pretty touchy. Again, comments from those who have had a chance to try it on what the minimum value to start sending stick motion would be useful.
__________________
Unofficial PR1.3/Meego 1.1 FAQ
***
Classic example of arbitrary Nokia decision making.
Couldn't just fallback to the no brainer of tagging with lat/lon if network isn't accessible, could you Nokia?
MAME
: an arcade in your pocket
Accelemymote
: make your accelerometer more joy-ful
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