Architecture & key concepts
4-layer model
Section titled “4-layer model”Hapbeat is built on a 3-way separation of “fixed runtime + Kit + SDK,” with an optional Bridge layer for the control plane, forming a 4-layer architecture.
- Layer 0: Common spec (hapbeat-contracts) — the source of truth for all repos
- Layer 1: Fixed runtime (hapbeat-device-firmware) — the ESP32-S3 inside each device
- Layer 2: Kit (content distribution) (hapbeat-kit-tools) — packages haptic assets per Kit
- Layer 3: Bridge (hapbeat-bridge, hapbeat-transmitter-firmware) — control plane for the ESP-NOW path (optional)
- Layer 4: Tools & SDKs (Studio / Manager / Unity SDK / Unreal SDK / Creative Kit) — user-facing surfaces
Communication paths
Section titled “Communication paths”- Standard: SDK → Wi-Fi UDP broadcast → Hapbeat (no Bridge required; device filters by Group ID)
- Advanced option: SDK → Desktop Bridge → Transmitter → ESP-NOW → Hapbeat (for tens of devices, or Wi-Fi-unfriendly environments)
Event ID
Section titled “Event ID”A lightweight string ID identifying haptic content. The SDK sends Event IDs; the Hapbeat device resolves them to clips from the installed Kit.
Details: Contracts overview
Group ID
Section titled “Group ID”Used to logically separate devices when multiple players or exhibition booths share the same space, preventing crosstalk.
Connection scenarios
Section titled “Connection scenarios”- A: Hapbeat SoftAP (no router)
- B: Single-player LAN
- C: Multi-player LAN (per-player Group ID)
- D: Mobile hotspot
- E: Exhibition booth isolation (per-booth independent AP)
Next steps
Section titled “Next steps”- Contracts overview — entry point to message format, addressing, display-layout, and other references
- Hardware overview