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Input Devices© Justin Couch 2000Until this point, we've only been considering input to our 3D application using the standard keyboard and mouse. For the modern 3D gamer, this is a severe restriction - particularly when there are more natural devices like joystick or steering wheel. With Unix machines, each device was usually custom coded into a particular application. If the machine changed or you removed the type or brand of input device, the application typically failed to work. Also, unless the application specifically was written with that device in mind, it wasn't useful with every 3D app installed on your machine. With the MS Windows and to a lesser extent Macintosh machines, the DirectX APIs allowed a level of abstraction above the raw device. With the usual issues of portability in mind, Java 3D has created an abstraction layer above the device to provide independent input to the system.
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