Sunday, December 3, 2006

Free Digital Playgrounds Online

The Wiimote and the PC: the third phase

is actually a driver is available to use the Wiimote on Windows, strongly Friday to test it all!

To use the Wiimote on Windows, you will need a USB Bluetooth (10 € approximately), and a sensor bar (4 IR LEDs => 2 €).

Extract la doc de GlovePie (en anglais)


Wiimote (Nintendo Wii Remote)

Warning! This feature is completely untested, as Wiimotes haven’t been released in Australia yet. The Wiimote support will be improved in later versions.
If your computer has Bluetooth, you can control games with the Nintendo Wii Remote. Currently the pointer functionality is not implemented. But you can use the Wiimote’s accelerometers, and buttons for input, and the Wiimote’s rumble and LEDs for output. Before you can use the Wiimote, you will need to “sync” or “pair” it with your PC. The PC can only discover the Wiimote when you either hold down both the 1 and 2 buttons on the Wiimote at once, or when you hold down the Sync button (near the battery compartment). You may also need to use some sort of Bluetooth software. Do this before starting GlovePIE.

You can use the GUI to assign the Wiimote’s actions, or you can use scripting with the “Wiimote” object. The GUI’s automatic detect input feature will work with the Wiimote. Buttons
The Wiimote has the following buttons, which are either true or false:
Up, Down, Left, Right, A, B, Minus, Home, Plus
One, Two
The power button isn’t implemented yet. Motion Sensing
The Wiimote also has three raw force values:
RawForceX, RawForceY, and RawForceZ

They use the standard left-handed coordinate system used by everything in GlovePIE, not the Wiimote coordinate system.

Note that a stationary Wiimote has a force of 1 G holding it up, otherwise it would be falling due to gravity’s 1 G force. The other forces should be 0 on a stationary Wiimote.

Note that RawForceX, RawForceY and RawForceZ are in unknown units, and they are offset slightly due to manufacturing differences in the Wiimote hardware. Your GlovePIE script will need to take this into account.

Rotations

The Wiimote doesn’t contain gyros (BOO!!!), so it has no way of determining the yaw rotation without using an imitation sensor bar. But it can sort-of tell which way is down, based on the force of gravity. This allows it to measure pitch and roll rotations.

LEDs
You can set the 4 LEDs on the Wiimote by setting: to a value between 0 and 15. It is binary.

Force Feedback

You can activate force feedback by setting:
Wiimote.Rumble
to either true or false

Nunchuck and Classic Controllers

GlovePIE will stop detecting buttons and motion when you plug in a classic controller or a nunchuck attachment. But GlovePIE can tell when they are plugged in like this:

Wiimote.HasNunChuck
Wiimote.HasClassic

They Will Be True That When attachment IS plugged in, and false OTHERWISE.

Unplugging The Attachment Will not Make the buttons and motion work again. You Need to restart The Wiimote to get it back working. Cette Garantie syncing again, yet it Garantie Removing and Replacing The Battery.




When you press a button, you shake the wiimote, you turn the wiimote, a small program that runs in the background will simulate pressing a key on your keyboard, mouse click etc. ...

So it works with all games windows! There is no need for the wiimote in the game manages source code.
For example you can trackmania drive a car by tilting the Wiimote like a steering wheel etc. ...

For now it does not handle all the functionality of the wiimote, but it's a very good start.

link to download the driver:

http://carl.kenner.googlepages.com/glovepie


very cerebral on Wiili Topic:

http://www.wiili.org/forum/download-windows- driver-here-t294.html


Widéos mouse controlled by the accelerometers (not very accurate for the moment):

http://www.youtube.com/watch?v=85OzSIDwwv8&eurl


= http: / / = www.youtube.com/watch?v=A_ytdW6Ys2A&eurl



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