Andy Gilbert Posted December 9, 2009 Share Posted December 9, 2009 Does LE support for any of these input devices? Or does it have to be done enitirely in the language your using? Thanks Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 9, 2009 Share Posted December 9, 2009 Does LE support for any of these input devices? Or does it have to be done enitirely in the language your using? Thanks Andy I could be wrong, but as far as I know LE does not handle those input devices directly. You'll probably need to do that in the language you are using and/or with 3rd party libs. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Andy Gilbert Posted December 9, 2009 Author Share Posted December 9, 2009 Hmm.. i think this is when i buy blitzmax as trying this in C++ with only limited knowledge of C++ will probably be difficult, ill google it and see how it looks. Cheers Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
Qbound Posted December 9, 2009 Share Posted December 9, 2009 as 3rd Party the _OIS_ is most often used by the ogre guys like i did too for my ogre projects http://sourceforge.net/projects/wgois/ cu Oliver Quote Windows Vista 64 / Win7 64 | 12GB DDR3 1600 | I7 965 | 2 * 280GTX sli | 2 * 300GB Raptor | 2 * 1.5TB Link to comment Share on other sites More sharing options...
Porsche Posted December 9, 2009 Share Posted December 9, 2009 There are several libraries out there for the use of a connected controller. We will be using one for the Xbox 360 controller for our game in development. Quote Artist, Animator, Musician, P/T Programmer Dual Core @ 2.6GHz per /nVidia 9600 GT/ 4 GBs DDR3 6800 / XP Pro 32/64 Bit Photoshop CS3 / 3D Studio Max 8 / VS '08 Link to comment Share on other sites More sharing options...
L B Posted December 12, 2009 Share Posted December 12, 2009 Have a look at http://forum.leadwerks.com/viewtopic.php?f=32&t=2771, although I doubt this is what you want. Quote Link to comment Share on other sites More sharing options...
Flexman Posted December 12, 2009 Share Posted December 12, 2009 This is something I've been having not much fun with. As I'm using BlitzMax, the cross platform FreeJoy input module doesn't work too well with exotic input devices, like SDL, the joystick polling relies on Winmm calls which only supports a maximum of six axis. They don't support all the options you might get on fancy flight stick (e.g Saitek X52). Also XInput only supports a subset of axis which again is no good if you're wanting to cover all bases (plus the source I was looking suggests it supports 4 input devices max?). DirectInput seems to support everything including the exotic 3DConnection SpaceNagivator (which blew me away as normally it's a desk weight outside of Google Earth and Max2009). I'm just not having much fun transposing DirectInput C++ code into a manageable BlitzMax mod atm. Something is wrong with my pointer to DI interface or something. Maybe I'll start a thread in the BMax programming forum, maybe some of you geniuses can see a better way. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
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