Well, force feedback is a tad bit tricky. In the old days you could
simply create and load a force feedback profile using the effects
editor. However, since releasing DirectX 9 Microsoft has done away
with the force feedback effects editor and force feedback profiles,
and now all the examples demonstrate applying the effects directly to
the device yourself through code. I haven't quite figured it out
myself, because Microsoft has made it more complicated than it use to
be in DirectX 8. I'm truthfully almost tempted to grab the DirectX 8.1
SDK just to implament the older effects profiler in my engine, but
have no idea how compatible it is with the updated DirectInput library
that ships with DirectX 9.
On 1/10/11, Philip Bennefall <phi...@blastbay.com> wrote:
> Hi Thomas,
> I agree. Joystick support is on my to do list for sure. DirectInput is
> surprisingly easy to use, and so it shouldn't take me very long to
> implement. Mouse support took me just over an hour to add, and another hour
> to test and debug. Basic joystick support should not be much harder, though
> force feedback I'll have to look into as I know very little about how it
> works in practise.
> Kind regards,
> Philip Bennefall
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