Should use Standard XNA capabilities when an Xbox 360 pad is attached

Should use Standard XNA capabilities when an Xbox 360 pad is attached. This way Circular Deadzones and Force feedback etc... works out of the box without any additional pain.

Id #12598 | Release: None | Updated: Feb 13, 2013 at 6:19 PM by Jutaris | Created: Nov 30, 2010 at 6:29 AM by Jutaris

Should use Standard XNA capabilities when an Xbox 360 pad is attached

Should use Standard XNA capabilities when an Xbox 360 pad is attached. This way Circular Deadzones and Force feedback etc... works out of the box without any additional pain.

Id #12597 | Release: None | Updated: Feb 13, 2013 at 6:19 PM by Jutaris | Created: Nov 30, 2010 at 6:26 AM by Jutaris

Should use Standard XNA capabilities when an Xbox 360 pad is attached

Should use Standard XNA capabilities when an Xbox 360 pad is attached. This way Circular Deadzones and Force feedback etc... works out of the box without any additional pain.

Id #12596 | Release: None | Updated: Feb 13, 2013 at 6:19 PM by Jutaris | Created: Nov 30, 2010 at 6:21 AM by Jutaris

Force Feedback Support

Would be nice to sort this out in such a way as to be easy to use. Will need to explore how the DX SDK handles it a bit more before pursuing.

Id #12595 | Release: None | Updated: Feb 13, 2013 at 6:19 PM by Jutaris | Created: Nov 30, 2010 at 6:15 AM by Jutaris

Circular Deadzone support

Currently there is none, and boy does it need it. Need to figure out how to implement this,

Id #12594 | Release: None | Updated: Feb 13, 2013 at 6:19 PM by Jutaris | Created: Nov 30, 2010 at 4:50 AM by Jutaris

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