Hi Philip, 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 <[email protected]> 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 --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
