Author Topic: Force Feedback  (Read 4545 times)

Tanja

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Force Feedback
« on: 2008-07-18, 05:25:41 AM »
is it possible to use force feedback in sgdk2-games?

bluemonkmn

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Re: Force Feedback
« Reply #1 on: 2008-07-18, 05:37:16 AM »
I don't have a force feedback device to test with, so I don't know how it works or whether it's supported.  But I assume there's some way to control this in .NET code, and that it would be possible to incorporate that code into the custom code in an SGDK2 project.  If you're still using the DirectX version of SGDK2, (which you probably are because I haven't really released the OpenTK version yet) you might be able to use code like this: http://www.codeproject.com/KB/directx/forcefeedback.aspx.  I'm not sure what other means might be available to access force feedback besides DirectX.

Tanja

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Re: Force Feedback
« Reply #2 on: 2008-07-18, 11:01:44 AM »
if i

bluemonkmn

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Re: Force Feedback
« Reply #3 on: 2008-07-18, 04:33:49 PM »
Possibly, but just because SGDK projects don't link to DirectInput by default in version 2.1 doesn't mean you can't still have a manual link to DirectInput.  It should still be possible to use DirectInput in 2.1.  It just won't be the default/built-in mechanism for reading input.

Tanja

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Re: Force Feedback
« Reply #4 on: 2008-07-19, 01:30:41 AM »
i heard with openGL sgdk2.1 is much faster than the directX version. how would this be affected if someone used DirectInput?

bluemonkmn

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Re: Force Feedback
« Reply #5 on: 2008-07-19, 05:51:56 AM »
DirectInput will not affect the speed.  I was timing Direct3D versus OpenTK graphics, not other components of DirectX.  Drawing graphics is by far the biggest load on the timing.