SIMPHYNITY Game Plugin
Example game plugin DLL for SIMPHYNITY
 All Classes Files Functions Enumerations Pages
GAME_SETTINGS Struct Reference

#include <dllmain.h>

Public Attributes

float maxGs
 
float maxSpeed
 
DISPLAY_SPEED_UNITS displaySpeedUnits
 
bool learnSpeed
 
int accelScalar
 

Detailed Description

Contains default settings for the game (as configurable via the 'game settings' panel within the Simphynity UI). NB these are not to be confused with user-specific settings (which pertain to output devices), rather global settings for this game.

Members:-

float maxGs

This tells SIMPHYNITY the level of force that is considered to be '100 percent'. E.g. if this was set to 1.0, and the current game output is +1.0 G's on the longitudinal (pitch) axis, the simulator will be at its furthest physical +ve pitch extent (assuming the Output Mode is 'Linear' and the 'Pitch Multiplier' is set to 1.0 in the user's motion device 'Movement Behavior' settings).

float maxSpeed

As with maxGs, this tells SIMPHYNITY the vehicle speed that is considered to be '100 percent' (primarily for use of any attached wind systems), and is given in the units specified by the 'displaySpeedUnits' member described below. E.g. if the display speed units are DISPLAY_SPEED_UNITS_MPH and this was set to 200.0, and the current game vehicle speed is 200 Mph, the wind simulator fans will be at 100% velocity. NB this member is ignored if 'learnSpeed' is set to 'true'.

DISPLAY_SPEED_UNITS displaySpeedUnits

Denotes which speed units (e.g. MPH, KPH) are displayed in the SIMPHYNITY user interface for this game (see enum DISPLAY_SPEED_UNITS).

bool learnSpeed

If set to 'true', the maximum speed is auto-detected - whatever it settles at is then assumed to be '100 percent' (see also 'maxSpeed' notes above).

int accelScalar

Range 0 > 100 (%) Tells SIMPHYNITY the level of acceleration forces (as a result of velocity changes) to apply to the motion output, in addition to normal pitch and roll felt when the vehicle is tilted. This is useful for high-G applications such as fighter-jet games, where the user might want to feel the pitch / roll of the aircraft (i.e. the sensation of normal world gravity) at all times, while leaving a margin for acceleration forces; in this instance the 'maxGs' would likely be set fairly low (e.g. 2.0), and the accelScalar very low (e.g. 5%).

NB To treat all forces (world gravity and acceleration gravity) equally, and prevent the user being able to change this in the game settings panel, set this value to -1.


The documentation for this struct was generated from the following file: