Re: [Audyssey] Force feedback
Well I did have an old crappy logitech stick in the day but never used it. now days gamepads are the rage, and I haven't managed to find a stick. Saying that a pad is easier to store, and to be brootally honest I have only played tdv and topspeed a few times and none at all since ages ago. At 01:17 p.m. 21/12/2014, you wrote: Hi all, I was thinking of buying a steering wheel and a flight controller to be able to play Top Speed and TDV in a more realistic way. What are your experiences? I am particularely interested in devices with force feedback. How realistic can it be? Is it a simple vibration on impact that reminds of a vibration of a mobile phone, or it can really shake you at times where the impact should be hard? In adition, are flight controllers as big as steering wheels, or they are more like joysticks? Thanks to all in advance, and best regards! Milos Przic Twitter: MilosPrzic Skype: Milosh-hs --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] Force feedback
Hi all, I was thinking of buying a steering wheel and a flight controller to be able to play Top Speed and TDV in a more realistic way. What are your experiences? I am particularely interested in devices with force feedback. How realistic can it be? Is it a simple vibration on impact that reminds of a vibration of a mobile phone, or it can really shake you at times where the impact should be hard? In adition, are flight controllers as big as steering wheels, or they are more like joysticks? Thanks to all in advance, and best regards! Milos Przic Twitter: MilosPrzic Skype: Milosh-hs --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] force feedback was: Re: game controller question
Yeah a friend that had a logitech said it did this and got a presition stick. But who knows, I may try to get an ms compatible stick mainly because they are supported in windows just about every windows that will support one well who knows. At 01:58 a.m. 16/08/2014, you wrote: Hi Shaun, I have heard that some joysticks and gamepads had that problem with not correctly centering even when properly calibrated. Although, I haven't encountered that problem myself I have heard that was a problem with some makes and models of force feedback devices. Not sure if it still holds true now, but that would be a definite disadvantage to buying one if that was still the case. Cheers! On 8/14/14, shaun everiss sm.ever...@gmail.com wrote: Well a major reason why back in the day my friends quit force feadback sticks was their tendency to not center right even when calibrated. back in the day it was the presition sticks. My cousin with x box controlers has these things called control flukes which slot over and lock into place on top of your sticks making them longer like the old pc gamepads but you need to get these online on ebay or other aisian sites these things are not official mods but they are good for what they are. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] force feedback was: Re: game controller question
Well a major reason why back in the day my friends quit force feadback sticks was their tendency to not center right even when calibrated. back in the day it was the presition sticks. My cousin with x box controlers has these things called control flukes which slot over and lock into place on top of your sticks making them longer like the old pc gamepads but you need to get these online on ebay or other aisian sites these things are not official mods but they are good for what they are. At 05:55 a.m. 14/08/2014, you wrote: Hi Tom. As I said, I do know that force feedback hasn't been used much but I find it interesting that the technology was there, at least in direct x 8 to make it a much more major part of games (audio or otherwise). I wonder if Ios development allows for the similar control of a phone's vibration features, sinse i could imagine a light saber game much as you describe, complete with swinging the phone around as your saber as well, provided the vibration could allow for the appropriate variations. I will say howver that this is also the sort of thing that would! make me go out and buy a pc controller sinse as I said previously I don't particularly like joypads anyway and am happy with the keyboard for most things, but this would definitely qualify as something only possible with a controller Beware the Grue! DArk. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] force feedback was: Re: game controller question
Hi Shaun, I have heard that some joysticks and gamepads had that problem with not correctly centering even when properly calibrated. Although, I haven't encountered that problem myself I have heard that was a problem with some makes and models of force feedback devices. Not sure if it still holds true now, but that would be a definite disadvantage to buying one if that was still the case. Cheers! On 8/14/14, shaun everiss sm.ever...@gmail.com wrote: Well a major reason why back in the day my friends quit force feadback sticks was their tendency to not center right even when calibrated. back in the day it was the presition sticks. My cousin with x box controlers has these things called control flukes which slot over and lock into place on top of your sticks making them longer like the old pc gamepads but you need to get these online on ebay or other aisian sites these things are not official mods but they are good for what they are. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] force feedback was: Re: game controller question
Hi Thomas, I don't guess that I ever installed any of the software that came with my joysticks. So that would be one reason that I have never programmed with force feedback. Another would be that I do not particularly care for things vibrating in my hands. My vacuum cleaner doesn't even have a power head for that reason. It is just easier for me to feel where I am vacuuming with a very light weight none vibrating vacuum. But I don't know, maybe I would like some extra input in game play. BFN Jim Never agree with me, it shakes my self confidence. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] force feedback was: Re: game controller question
Hi Dark, I don't know much about how much control iOS has over the iPhone's vibration, but I would imagine there should be some way to control the rate of vibration and duration. After all we are just talking a miniature motor that vibrates and should be programmable from a developers standpoint. All I do know for sure is that DirectX compatible devices are, and a lot more could be done with them than is presently being done. I suppose eventually I should look more into force feedback support myself. I have the basic concept of how it is to be done, but just haven't taken the time in large part because it isn't a feature a lot of audio gamers are looking for. Most are happy with a keyboard and its hard to justify putting a lot of effort into force feedback support if only a couple customers have compatible devices. It is one of those things I was considering adding after more important aspects of my games have been completed, an extra feature, rather than incorporating it into the game from the start. Cheers! On 8/13/14, dark d...@xgam.org wrote: Hi Tom. As I said, I do know that force feedback hasn't been used much but I find it interesting that the technology was there, at least in direct x 8 to make it a much more major part of games (audio or otherwise). I wonder if Ios development allows for the similar control of a phone's vibration features, sinse i could imagine a light saber game much as you describe, complete with swinging the phone around as your saber as well, provided the vibration could allow for the appropriate variations. I will say howver that this is also the sort of thing that would! make me go out and buy a pc controller sinse as I said previously I don't particularly like joypads anyway and am happy with the keyboard for most things, but this would definitely qualify as something only possible with a controller Beware the Grue! DArk. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] force feedback was: Re: game controller question
Hi Jim, Obviously weather to use or not use force feedback is purely a matter of personal preference. However, I will say if a gamer isn't use to it force feedback may feel a little strange at first. Its a different form of feedback where you, the gamer, are employing vibration as another sensation to gather feedback about your game or add a bit of extra realism. Imagine, for example, firing a machine gun. The controller might vibrate in sink with the gun simulating the feeling of a machine gun, or your steering wheel might become hard to steer when you drive into the marbles. Both are just added for extra realism, but might be irritating to someone not use to the controller attempting to simulate things so realistically. Fortunately, there is a button on most controllers to turn it off if they don't want force feedback in their games, and it is considered to be purely optional by most game developers. Cheers! On 8/14/14, Jim Kitchen j...@kitchensinc.net wrote: Hi Thomas, I don't guess that I ever installed any of the software that came with my joysticks. So that would be one reason that I have never programmed with force feedback. Another would be that I do not particularly care for things vibrating in my hands. My vacuum cleaner doesn't even have a power head for that reason. It is just easier for me to feel where I am vacuuming with a very light weight none vibrating vacuum. But I don't know, maybe I would like some extra input in game play. BFN Jim Never agree with me, it shakes my self confidence. j...@kitchensinc.net http://www.kitchensinc.net (440) 286-6920 Chardon Ohio USA --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] force feedback was: Re: game controller question
I would think that it should be a part of your racing game, but not necessarily other games. Just a thought. --- Be positive! When it comes to being defeated, if you think you're finished, you! really! are! finished! - Original Message - From: Thomas Ward thomasward1...@gmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, August 14, 2014 6:36 AM Subject: Re: [Audyssey] force feedback was: Re: game controller question Hi Dark, I don't know much about how much control iOS has over the iPhone's vibration, but I would imagine there should be some way to control the rate of vibration and duration. After all we are just talking a miniature motor that vibrates and should be programmable from a developers standpoint. All I do know for sure is that DirectX compatible devices are, and a lot more could be done with them than is presently being done. I suppose eventually I should look more into force feedback support myself. I have the basic concept of how it is to be done, but just haven't taken the time in large part because it isn't a feature a lot of audio gamers are looking for. Most are happy with a keyboard and its hard to justify putting a lot of effort into force feedback support if only a couple customers have compatible devices. It is one of those things I was considering adding after more important aspects of my games have been completed, an extra feature, rather than incorporating it into the game from the start. Cheers! On 8/13/14, dark d...@xgam.org wrote: Hi Tom. As I said, I do know that force feedback hasn't been used much but I find it interesting that the technology was there, at least in direct x 8 to make it a much more major part of games (audio or otherwise). I wonder if Ios development allows for the similar control of a phone's vibration features, sinse i could imagine a light saber game much as you describe, complete with swinging the phone around as your saber as well, provided the vibration could allow for the appropriate variations. I will say howver that this is also the sort of thing that would! make me go out and buy a pc controller sinse as I said previously I don't particularly like joypads anyway and am happy with the keyboard for most things, but this would definitely qualify as something only possible with a controller Beware the Grue! DArk. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] force feedback was: Re: game controller question
Hi Charles, I was definitely planning on including force feedback support for USA Raceway. That actually has been one of the reasons that particular project was held up as I was waiting for SDL 2.0 to come out with force feedback support so I could include it in Mac and Linux releases of Raceway. Now that SDL 2 is out and has force feedback support its more a matter of finding time to upgrade my engine to SDL 2.0 from SDL 1.2. As far as other games goes I can think of a number of ways it could be included in games besides Raceway. In Mysteries of the Ancients the game controller can vibrate when Angela is firing the Uzi or MP5. It could simulate hitting something when the sword or dagger strikes an object. Same goes with fists and feet in hand-to-hand combat. Strictly speaking that kind of feedback isn't necessary but would be there for added realism. Cheers! On 8/14/14, Charles Rivard wee1s...@fidnet.com wrote: I would think that it should be a part of your racing game, but not necessarily other games. Just a thought. --- Be positive! When it comes to being defeated, if you think you're finished, you! really! are! finished! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] force feedback was: Re: game controller question
Hi Dark, Well, I agree that force feedback is definitely one of those features that has never really lived up to its full potential. It is something that a game developer could use to add a new and much more unique experience to any game, but has largely been ignored or misused. Therefore it never caught on as a very important feature. Mainly due in part to a lack of creativity or insight on part of developers how to use it to best advantage. To give you example in a lot of mainstream games at most force feedback has been used to vibrate the controller when the player was hit or possibly jerk or vibrate when a weapon was fired. Force feedback has seen its most use in mainstream simulation games to simulate turbulence, problems steering, or vibrations when moving over rough terrain. Other than that it has never lived up to its potential, and was largely ignored as not being very important. However, I can think of many non-essential ways in which force feedback can add flavor to a game bee it accessible or mainstream. To start with most PC game controllers can be programmed with the rate of vibration, duration of vibration, and intensity of vibration meaning there is quite a lot of potential for using force feedback for several different things. Its not simply an on/off feature that feels the same regardless of context. In fact, back in the old DirectX 8 days Microsoft had a number of custom profiles you could load up which set the initial rate, duration, and intensity of force feedback for a controller for a number of types of games. If a developer didn't know what settings would work best with a particular game all he or she had to do was load up that profile and use it. However, as of DirectX 9.0C Microsoft has completely scrapped the force feedback profiles and they are no longer a part of the developers kit. However, the point here is that a game developer can use force feedback for a lot more than vibration when the player gets hit or vibrating when firing a machine gun. Imagine, for instance, playing a Star Wars game and activating a light saber. besides the distinctive hum of the blade as it powers on the controller will gently vibrate in your hands as if holding a real light saber. When your saber hits another saber the controller could simulate being struck or blocked by another saber. It isn't something strictly necessary or essential for game play but it would add a lot of realism for the player that wouldn't be their otherwise. Another use of force feedback technology is setting the rate at which a stick can be physically moved by the player. Let's just say we are comparing a knife swing to a broadsword. If we have a stick assigned to slashes, parries, and thrusts a knife should be easier to use than a broadsword. So a programmer can control the little motor in the unit to make the stick easier or harder to move depending on which weapon is being wielded. Plus use force feedback to make the controller vibrate as being parried by an enemy weapon. There are all kinds of little things like this a developer could do with the device but just have not for some reason. Its not just audio gamers but mainstream games that don't seem to be taking force feedback too seriously and experimenting with the various ways the technology can be used to enhance the game play. Cheers! On 8/13/14, dark d...@xgam.org wrote: I remember when force feedback started to be a thing on the ps 1 it looked like an interesting extra idea for games, but as it stood it never really seemed to get much use as it was basically just a vibration switch in the stick rather like a phone's vibration. I always thought it had more potential for feedback in games, especially accessible ones, such as say increasing level of vibration in a space ship, racing or other vehicle game to show how damaged your unit was or what gear you were in, or increasing the vibration as you goot closer to a wall but whenever I saw it used, it always seemed basically just an on/off properpty, rather than something a developer could control and it never added much to the game, for example the game bloody roar used a quick burst of vibration when your character got knocked down, but it didn't really do much even for atmosphere (or at least it didn't to me), heck even on the Iphone it seems there is only one vibration rate, it either vibrates or it doesn't, which is why I've not seen many games that use it. A wasted hardware potential I can't help thinking, especially for accessible games where you could use it for another level of information thus freeing up the audio field. Beware the grue! Dark. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at
Re: [Audyssey] force feedback was: Re: game controller question
A handheld game that used force feedback immediately comes to my mind. Lunker Bass had a fairly realistic feel of a fish taking the bait and fighting back as you tried to reel it in. I would also think that force feedback could be used in a racing game when you drive into the marbles on a paved oval track. Marbles are the bits of rubber that accumulate near the wall as the race progresses. You're very dangerously close to the wall, so you'd better turn immediately, or else! Sent from my iPhone On Aug 13, 2014, at 11:15 AM, Thomas Ward thomasward1...@gmail.com wrote: Hi Dark, Well, I agree that force feedback is definitely one of those features that has never really lived up to its full potential. It is something that a game developer could use to add a new and much more unique experience to any game, but has largely been ignored or misused. Therefore it never caught on as a very important feature. Mainly due in part to a lack of creativity or insight on part of developers how to use it to best advantage. To give you example in a lot of mainstream games at most force feedback has been used to vibrate the controller when the player was hit or possibly jerk or vibrate when a weapon was fired. Force feedback has seen its most use in mainstream simulation games to simulate turbulence, problems steering, or vibrations when moving over rough terrain. Other than that it has never lived up to its potential, and was largely ignored as not being very important. However, I can think of many non-essential ways in which force feedback can add flavor to a game bee it accessible or mainstream. To start with most PC game controllers can be programmed with the rate of vibration, duration of vibration, and intensity of vibration meaning there is quite a lot of potential for using force feedback for several different things. Its not simply an on/off feature that feels the same regardless of context. In fact, back in the old DirectX 8 days Microsoft had a number of custom profiles you could load up which set the initial rate, duration, and intensity of force feedback for a controller for a number of types of games. If a developer didn't know what settings would work best with a particular game all he or she had to do was load up that profile and use it. However, as of DirectX 9.0C Microsoft has completely scrapped the force feedback profiles and they are no longer a part of the developers kit. However, the point here is that a game developer can use force feedback for a lot more than vibration when the player gets hit or vibrating when firing a machine gun. Imagine, for instance, playing a Star Wars game and activating a light saber. besides the distinctive hum of the blade as it powers on the controller will gently vibrate in your hands as if holding a real light saber. When your saber hits another saber the controller could simulate being struck or blocked by another saber. It isn't something strictly necessary or essential for game play but it would add a lot of realism for the player that wouldn't be their otherwise. Another use of force feedback technology is setting the rate at which a stick can be physically moved by the player. Let's just say we are comparing a knife swing to a broadsword. If we have a stick assigned to slashes, parries, and thrusts a knife should be easier to use than a broadsword. So a programmer can control the little motor in the unit to make the stick easier or harder to move depending on which weapon is being wielded. Plus use force feedback to make the controller vibrate as being parried by an enemy weapon. There are all kinds of little things like this a developer could do with the device but just have not for some reason. Its not just audio gamers but mainstream games that don't seem to be taking force feedback too seriously and experimenting with the various ways the technology can be used to enhance the game play. Cheers! On 8/13/14, dark d...@xgam.org wrote: I remember when force feedback started to be a thing on the ps 1 it looked like an interesting extra idea for games, but as it stood it never really seemed to get much use as it was basically just a vibration switch in the stick rather like a phone's vibration. I always thought it had more potential for feedback in games, especially accessible ones, such as say increasing level of vibration in a space ship, racing or other vehicle game to show how damaged your unit was or what gear you were in, or increasing the vibration as you goot closer to a wall but whenever I saw it used, it always seemed basically just an on/off properpty, rather than something a developer could control and it never added much to the game, for example the game bloody roar used a quick burst of vibration when your character got knocked down, but it didn't really do much even for atmosphere (or at least it didn't to me), heck even on the
Re: [Audyssey] force feedback was: Re: game controller question
Hi Charles, Yes, using force feedback to determine if a car is on the track or in the marbles is an excellent example of a good use for force feedback technology. When racing on the track the racing wheel could lightly vibrate, a steady and smooth feeling, but when a car is in the marbles the vibration can be more intense and jerky simulating rough terrain. Cheers! On 8/13/14, Charles Rivard wee1s...@fidnet.com wrote: A handheld game that used force feedback immediately comes to my mind. Lunker Bass had a fairly realistic feel of a fish taking the bait and fighting back as you tried to reel it in. I would also think that force feedback could be used in a racing game when you drive into the marbles on a paved oval track. Marbles are the bits of rubber that accumulate near the wall as the race progresses. You're very dangerously close to the wall, so you'd better turn immediately, or else! Sent from my iPhone --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] force feedback was: Re: game controller question
Hi Tom. As I said, I do know that force feedback hasn't been used much but I find it interesting that the technology was there, at least in direct x 8 to make it a much more major part of games (audio or otherwise). I wonder if Ios development allows for the similar control of a phone's vibration features, sinse i could imagine a light saber game much as you describe, complete with swinging the phone around as your saber as well, provided the vibration could allow for the appropriate variations. I will say howver that this is also the sort of thing that would! make me go out and buy a pc controller sinse as I said previously I don't particularly like joypads anyway and am happy with the keyboard for most things, but this would definitely qualify as something only possible with a controller Beware the Grue! DArk. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Force Feedback: RE: Quick USA Games Survey.
Hi, Sure can. Many force feedback controllers will allow you to reverse the direction of the motor to act as a counter force thus making them hard to steer or simulate hitting something. The only thing is if you try and move the controller against the motor you can break your controller forcing the issue. So it isn't always desirable to apply to much counter force on your controllers motor. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
Re: [Audyssey] Force Feedback: RE: Quick USA Games Survey.
Hi Bryan, Well, interesting enough you probably don't know this but those arcade driving machines are basically big commercial joysticks specially built for game x. The entire machine might have force feedback ability allowing you to feel the boat, car, or bike to vibrate as you drive it. For example, Disney world has this really cool ride that looks like the car from Back To the Future. you get in it and it looks and feels like you are driving it. However, under the surface it is just a computer built into a very big joystick that you can climb into. A video game machine. Grin. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]
[Audyssey] Force Feedback: RE: Quick USA Games Survey.
Hi, Good explanation there Tom. I think also if the device supports it, the game can make the controller wheel jerk in the player's hands to make it harder to control when scraping against a wall or something. Trust me, it's so much fun to play around with :). Of course you don't want the jerking to be so hard that the controller is flying around the room, but it's nice to know you can do it if you really wanted to. Smile. Munawar A. Bijani Are you certain you will awaken from bed tomorrow? Never assume something of which you lack strong knowledge. mailto:[EMAIL PROTECTED] MSN: [EMAIL PROTECTED] http://www.bpcprograms.com/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Thomas Ward Sent: Friday, May 16, 2008 9:28 AM To: Gamers Discussion list Subject: Re: [Audyssey] Quick USA Games Survey. Hi, Force feedback game controllers have little motors in them that allows you to make it vibrate and allows the developer to set the tension of the controller. For example, a racing wheel might vibrate as the car engine is running and you could feel the vibration increase as the engine speeds up. The developer could also set the tension of the steering wheel itself to make it hard to steer and feel like turning the wheel of a real car rather than leaving the wheel slack and loose. Hth. constantine (on laptop) wrote: Force feedbqck doesn't bother me- since I have no steering wheel. Not sure what it does, anyway. Have a good day from Tyler C. Wood! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED] --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to [EMAIL PROTECTED] You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[EMAIL PROTECTED] If you have any questions or concerns regarding the management of the list, please send E-mail to [EMAIL PROTECTED]