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This chapter covered all the critical aspects of DirectInput that you need to understand to add device input support to your program. It's not possible to detail every aspect of DirectInput in a single chapter. However, with an understanding of the commands and code covered in this chapter, you should be able to implement keyboard, mouse, and joystick support for any program you write. If you want additional information on working with DirectInput, I recommend you pick up a copy of Inside DirectX (Microsoft Press, 1998).

Having completed this chapter, you should now find the concepts of input device handling and force feedback less daunting. Conceptually, force feedback isn't difficult to use in DirectX. You just need to remember to set all the parameters defining the various forces required to generate the real-world force that you want to simulate. You might want to take some time now to add support for other joystick features that weren't addressed in this chapter's code.

In Chapter 8, you'll learn about the many texturing capabilities Direct3D provides. Texturing makes 3D worlds appear realistic to the user and is a must for any 3D simulation that intends to draw the user into the virtual world. Direct3D offers many features for texturing, and once you understand how to use them, you'll be able to create beautiful, engaging 3D worlds.



Inside Direct3D
Inside Direct3D (Dv-Mps Inside)
ISBN: 0735606137
EAN: 2147483647
Year: 1999
Pages: 131

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