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Wii-mote support for XNA anyone?

Jan 7, 2008 at 12:43 PM
Just take a look at this video:

And this is the site of the guy with the source code for wii-mote support implemented:
Jan 7, 2008 at 9:28 PM
I'd say 'yes'. Definitely something to consider.
Have you seen this: ?
Jan 7, 2008 at 10:56 PM
We should focus on getting the OEM supported devices to work. If by any chance we get any special requirements, we should consider this case by case. Supporting non OEM products is just such a pain.
Jan 8, 2008 at 4:24 PM
I think its a waste of time, personally. I honestly dont see the point in using the Wiimote with the engine, but extra features cant hurt if someones got the time and will to implement them. Once again though, it would be a pc only feature.
Jan 8, 2008 at 7:11 PM
Well, Microsoft.Xna.Framework.Input.Mouse is a Windows-only feature as well ;)

Wiimote integration is a great candidate for implementation by a game team that needs it in their game. It shouldn't be that hard to create a new input device handler, modeled off our keyboard, mouse, or gamepad handlers. A game engine shouldn't be designed to do everything for end users. It should give them a nice foundation and the ability to easily extend the engine, like adding Wiimote integration.
Jan 8, 2008 at 7:32 PM
There is a difference here, Xna and Microsoft are not indie/homemade products, they are tested and have a good support base. I can't prevent anyone from checking into prototype folder, so feel free to do so, I just do not think we should officially state we support it.
Jan 8, 2008 at 8:20 PM
I'm not saying we should support it. I'm saying it would be a good project for people using the engine. If they want Wiimote access, they should be able to easily implement it into the current input system.
Jan 8, 2008 at 9:23 PM
ah ok. I just didn't want us to use any time on something like that, when we have enough of other features.