haptic joystick

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Linux special devices

In general, Block devices: are devices that store or hold data Character devices: can be thought of as devices that transmit or transfer data. For example, diskette drives, hard drives and CD-ROM drives are all Block devices while serial ports, mice and parallel printer ports are all character devices. /Dev/ttys0 (first communications port, COM1) First serial port (mice, modems ). /Dev/psaux (PS/2) PS/2 mouse connection (mice, keyboards ). /Dev/lp0 (first pr

Specific steps for Linux kernel cropping

/?]Unless you really need a serial console, choose N.Extended Dumb serial driver Options (config_serial_extended) [n/y/?]If you want to use non-standard features of "dumb" (such as HUB6 support), choose Y, which is generally n.Non-standard serial port Support (config_serial_nonstandard) [n/y/?]Non-standard serial port. Generally select N.UNIX98 PTY Support (config_unix98_ptys) [y/n/?]Pty refers to pseudo-terminal, the general user is selected N. However, if you want to use Telnet or xterms as th

QQ Input Method Mobile phone version of how to operate settings function

QQ Input Method Mobile phone version of the operation set up the function of the following methods: The Setup interface provides a complete set of management tools, including: Input settings, interface settings, thesaurus Management, input method switching, and help. The input settings include: Basic settings: Set Chinese association, phonetic Blur tone, simplified conversion, stroke intelligence tips, English words space complement congruent. Enter status settings: Sets the mode of i

Linux Kernel source Directory

character device driver joystick joystick ftape Tape streaming device hfmodem Radio equipment NBSP;NBSP;IP2 intelliport Multi-port serial Controller net card device sound audio card device Video card device cdrom dedicated CD-ROM device (except ATAPI and SCSI) isd0n ISDN devices apl000 Fuji's AP1000 device macintosh Apple's Macintosh device NBSP;NBSP;NBSP;SGI SGI device NBSP;NBSP;NBSP;FC4 fiber optic d

The difference between public int getkeycode (int gameaction) and public int getgameaction (int keycode)

" and "2 Keys" as a parameter, this method returns the correct upward game action. Let's look at a bad example to deepen our impression: Bad example, do not do this: class Tetriscanvas extends Canvas {int Leftkey, Rightkey, Downkey, Rotatekey; void Init () {//following must is done Leftkey = getKeyCode (left); Rightkey = getKeyCode (right); Downkey = getKeyCode (down); Rotatekey = getKeyCode (FIRE); } public void keypressed (int keycode) {if (keycode = = Leftkey) {moveblockleft (); else if (key

The design principle of iOS double rocker shooter game

same as the two-rocker shooter game on the Xbox 360 and PS3 platforms. The following image is the control setting for the iphone game mini Gore (Minigore). Figure: Minigore Different game settings differ Although there are only two control systems on the touchscreen, not all of the twin-rocker shooter games run in exactly the same way, and the nuances in the game design can greatly affect the user experience. Special terminology There is no standard term to define this type of touch

How to use the cross key script of the simulator

The cross-key script of the simulator is a simulation of the game handle the top and left buttons, the key to the soft consolidation let us play some competitive games brought great help, and the cross-key function is also a lot of games with features, some Android game users through the simulator in the computer running, want to turn on the use of this function, But do not know how to operate, so the small series for everyone to bring a detailed method of operation, the users need to quickly tr

Implementation of virtual Stick in unity

Implementation results: Realize:Use Ngui to add a virtual joystick background and its sub-object buttons for buttons attach Boxcollider and Buttionscript. Add the following script for the button:Note: The static properties can be accessed in the code that controls the movement of the object for control.1 usingUnityengine;2 usingSystem.Collections;3 4 Public classJoystickcontrol:monobehaviour {5 6 Public Static floatH=0;7 Public Static

OSG 3.0 three-dimensional visual simulation technology development detailed

Chapter OSG Overview of three-dimensional rendering enginesThe main features of OSG include the following:1. You can efficiently draw and control 3D models built using modeling software, such as 3DMAX, MAYA, creator and other 3D models, which is the basic function of scene rendering.2. Support a variety of peripherals, such as joystick, joystick, trackball, steering wheel, keyboard and mouse.3. In addition

A study on the feasibility of gravity induction game-end

, using the piezoelectric effect to measure the inner weight ( actually very light ...) the gravity of the orthogonal two-direction of the split force size , You can determine the horizontal direction . DirectInput provides the most advanced interface for a variety of input devices, such as joysticks, helmets, multi-button mice, and force feedback devices, by directly cooperating with the device driver . DirectInput bypasses the Windows messaging system to provide the best performance. Th

How to exchange and move items in a backpack Lattice

Background ~ Someone mentioned this in the QQ group, and I needed another one. So I wrote this article. -- Main. Lua Require " Main_box " -- It is best to write a backpack lattice as a class -- -------------------------- -- Main_box.lua Box = {} -- Initialize a grid of 6*4 data records For N = 1 , 6 Do For I = 1 , 4 Do Box [N] [m] = {ID = 0 -- Item ID Boxline = 70 , -- I use a square lattice with a side length of 70 XP. Light = False -- Highligh

Linux input subsystem: input device programming guide-input-programming.txt

is used for keyboards and buttons. It is reported to the input subsystem through the following functions: Input_report_key (struct input_dev * Dev, int code, int value) Linux/input. h defines available values and code for this type (from 0 to key_max ). Value is interpreted as a false value, that is, any non-0 value means that the key is pressed, and 0 means that the key is released. The code of the input subsystem generates an event only when the value and the previous value are diff

(ros/navigation) How to build a map using logged data to create maps with records

download the test package,wget http://pr.willowgarage.com/data/gmapping/basic_localization_stage.bagCreate your own package1 Start the robot, release laser scanning and conversion data, joystick manipulation enabled (different robot details are different);2 start recording scanning and conversion (note that the scan topic may vary depending on the robot):The file will be written in the current directory with the name ' Mylaserdata_3 Drive the robot o

"Unity" 7.4 Game Peripheral input

Categories: Unity, C #, VS2015Date Created: 2016-04-21 I. INTRODUCTIONUnity can handle the input of standard game peripherals such as sticks, gamepad, and steering wheel, using the following method: The virtual keys need to be configured in the input manager to map the input messages of the peripherals to the virtual keys or input axes, which can be used in the script.Unity defaults to a number of virtual keys that have been mapped to the joystick but

Yield coroutine and message transmission that can't be said in Unity 3D

used to write scripts at the beginning. It is very troublesome to save all object references. I need to get players, UIS, and all monster objects, then, call the corresponding pause function. As the program grows, adding, modifying, and deleting operations are a huge workload. In addition, many objects reference each other, and the coupling is very high, which is troublesome to use. The second method is the messages message mechanism provided by unity 3D. However, this method has many drawbacks

Android native C Development 4: SDL porting notes

/*. c/Src/Audio/*. c/Src/CDROM/*. c/Src/cpuinfo/*. c/Src/events/*. c/Src/file/*. c/Src/Joystick/*. c/Src/stdlib/*. c/Src/thread/*. c/Src/Timer/*. c/Src/Video/*. c/Src/Audio/DSP/*. C/Src/Audio/DMA/*. C/Src/Video/Fbcon/*. C/Src/Joystick/dummy/*. c/Src/CDROM/dummy/*. c/Src/thread/Pthread/*. C/Src/Timer/UNIX/*. C/Src/loadso/Dlopen/*. C/Objects = $ (shell echo $ (sources) | sed-E's,/. C,/. O, G ')ALL: $ (target)

Path Finding Algorithm in C ++ game development sixteen games (2): Maze & A * algorithm Basics

the joystick is used to control the movement. The fog center transplanted the game to Android, so you will surely feel it hurts, so how can you control the small screen! In fact, Wuyang doesn't want to do this either. Isn't it good to directly click which character to go? But it involves a problem: finding the path! There are obstacles on the map. After clicking a place, the character must go over in the shortest path. This is the first android game

Unity3d plugin] simple usage of EasyTouch

Unity3d plugin] simple usage of EasyTouchEasyTouchDirectory [-]I,Ii. Procedure1. Steps in the official documentation2. Translate the above steps3. Make Remote Sensing Control for your own characters according to the official prompts.For RPG games on mobile platforms, we often use virtual joystick to control the walk and behavior of character roles. I believe we are no stranger to it. We tried EasyTouch2.5 before, it is found that the latest version of

Emulating navigation keys

Emulating navigation keys The cepc keyboard and simulator keyboard are upgraded to support debugging and testing of mobile devices using the extended keyboard. Two different types of navigation keys need to be mapped to the development workstation by copying the keys of a mobile device. One type uses the upper/lower joystick to copy the navigation keys of a mobile device; another type is used to copy the direction keys of the extended keyboard. The

Cocos2d-x map with the genie unlimited rolling and edge detection ---- game development "Zhao cloud to fight", Edge Detection

How can I use the custom map class above? Add the header file # include "Map. h" to HelloWorldScene. h" Define a member variable at the same time Private: Map * mymap; // MapThen you can use it directly. In the init () function: Originally I used: (I wrote it at the beginning of article 1-virtual joystick) // Modify the background image CCSprite * pSprite = CCSprite: create ("background_1.jpg"); pSprite-> setPosition (ccp (visibleSize. width/2 + o

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