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Author Topic: Possible WiiMote support  (Read 10075 times)

pjcast

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Possible WiiMote support
« Reply #30 on: January 31, 2007, 02:42:02 PM »

Quote from: "OvermindDL1"
It supports 7 (8?) devices though, not just 4.
And mine does not use (or even support I think) that stack, mine is, one sec... a "Broadcom Corporation Version 16389.67/14" and it works perfect with the Wiimote.  WiinRemote is definitally fun (I have the buttons setup well for controlling the sound system, from anywhere in the house :) ).  This thing makes just a dang nice remote for the PC.


I agree that it as a remote for the PC is sweet :D

So, did you compile OIS with Wiimote support and did it work?
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OvermindDL1

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Possible WiiMote support
« Reply #31 on: February 01, 2007, 10:50:58 AM »

Not yet, been rather busy with non-personal programming projects, but should get some time soon. :)
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pjcast

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Possible WiiMote support
« Reply #32 on: March 18, 2007, 04:29:46 PM »

Just want to mention, I've implemented NunChuck support for the wiimote.

You now get 1 more orientation vector3 control with the NunChuck attached, as well as 2 joystick axes (x and y), and two more buttons... Have fun :)
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KungFooMasta

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Possible WiiMote support
« Reply #33 on: March 18, 2007, 09:00:39 PM »

Sweet!  I will be trying this out tomorrow, can't wait!

KungFooMasta
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KungFooMasta

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« Reply #34 on: March 18, 2007, 11:33:23 PM »

Ok, so I couldn't wait until tomorrow.  :twisted:

Wiimote+Nunchuck works great, as seen in the console demo app!

Can't wait to incorporate this into my game!  :D

KungFooMasta
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pjcast

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Possible WiiMote support
« Reply #35 on: March 19, 2007, 06:01:27 AM »

Nice :D
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mohij

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Possible WiiMote support
« Reply #36 on: May 05, 2007, 02:37:40 AM »

Hi everybody,
it seems that there is support for the wii controllers in OIS, but just for information I found a very nice page with up to date information on drivers for the wii controllers on all platforms:
http://www.wiili.org/index.php/Wiimote/Drivers

Perhaps one or the other library can still be used.

Greetings,
mohij
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KungFooMasta

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« Reply #37 on: May 06, 2007, 10:42:53 AM »

I am using the Wiimote in my app to move my player.  The analogue communication seems slightly delayed, which is very noticeable when the nunchuck analogue is used to control the mouse cursor, but when the analogue is used to control the character on the map, the delay is not really noticed.

I'm not sure how quick the Wiimot+nunchuck response is, so I don't know if the delay is caused from the device or the drivers.  Maybe I need to poll the device more often?

KungFooMasta
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pjcast

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Possible WiiMote support
« Reply #38 on: May 06, 2007, 10:47:37 AM »

You really shouldn't try to use the wiimote to move a mouse - especially if you don't have IR with it. It is going to feel lag-ish. One thing you can try to do to get more responsiveness is to turn down the sensitivity value to something very small (look at JoyStick class methods). Though, you will get lots of small movements even when the controller is laying still on a table if you turn it down too low.
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KungFooMasta

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Possible WiiMote support
« Reply #39 on: May 06, 2007, 11:34:30 PM »

The analogue stick?  I would think it remains not moving unless your thumb is over it pushing it in some direction.

Well it's not so bad, I don't plan on having too many screens with a mouse, it is a game after all.  :wink:

When I get a small demo out (not anytime soon) I will send it your way, and you can see the wiimote behavior yourself!  :)

KungFooMasta
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pjcast

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Possible WiiMote support
« Reply #40 on: May 07, 2007, 08:00:31 AM »

Ah, I thought you were using the orientation stuff  :oops:

I've used regular analog joysticks for my system mouse before, and it was quite awkward, but didn't notice a whole lot of lag. Maybe you need to be calling capture quicker, or maybe the wiimote thread sleepage needs to be reduced a bit to allow for quicker updates.
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KungFooMasta

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« Reply #41 on: May 07, 2007, 08:40:39 AM »

Ok, I will look into making the polling happen more often.  If possible I'd like to see what 1.5 or even 2 times faster would be like.

In comparison to the RumblePad2, the RumblePad2 acts immediately, and I couldn't notice any kind of delay.  Of course, my RumblePad2 is not wireless, and I"m no expert on wireless communications, so that could cause some delay.

If you have any pointers on where to adjust the capture calling that would quicken the search.  :mrgreen:

KungFooMasta
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OvermindDL1

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Possible WiiMote support
« Reply #42 on: May 07, 2007, 10:05:37 AM »

It's not really the fact that it is wireless, but the fact it is being polled.  Polling always has some delay and misses some data, but with something like the accellerometer that makes sense, but it does not make sense for anything else on the thing, but that is what can be worked with.
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