Tal's picture

Can you support Force Feedback?

It's would be nice if OpenTK.Input will support this. There is a cross platform besed on c++ that is called Object Oriented Input System(OIS). I know basicly how to use joystick vibration on DirectInput(using effect), but it's both based on DirectX and not cross platform. Joistick vibration is one of the things that makes game much more fun(why modern games don't use it today? :-) ).
So can you please do it?


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Hortus Longus's picture

A quick search (menu on top, right)

the Fiddler wrote:

I'm planning to add force feedback support for OpenTK 1.1 or another future release, but that's some way off right now.

Tal's picture

Thanks!
I search "Force Feedback" and I saw some results but I dindn't found any plan for this. I guess I haven't search enough. I'm glad that it's on progress.

iliak's picture

Do you have any C# working example ?

Tal's picture

I know basically how to do it with SlimDX/DirectX, but I'm new to all this OpenGL/TK thing...
This is for C++:

ret = pGamepad->CreateEffect(
GUID_ConstantForce, // GUID from enumeration
&diEffect, // where the data is
&g_lpdiEffect, // where to put interface pointer
NULL);

Taken from: http://www.microsoft.com/communities/newsgroups/en-us/default.aspx?dg=mi...
And this is how it's for SlimDX:

eff1 = new Effect(device,
forceFeedbackGuid,
info);

Taken from: http://www.gamedev.net/community/forums/topic.asp?topic_id=551346
The problem is that both are based on DirectInput!
So if you have succeed to implact an JoystickDevice class, creating an "Effect"(on directX) for force feedback(such vibration) should be the same, right?

iliak's picture

Here's my source code for gamepad management.

Tal's picture

Thank you for building an organized classes and methods for the vibration. I will use it when I want to do vibration Effect.
But I hope that the Fiddler will expand it for cross-platforms(without DirectX).