- From: nondebug <notifications@github.com>
- Date: Thu, 10 Aug 2017 01:23:42 +0000 (UTC)
- To: w3c/gamepad <gamepad@noreply.github.com>
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- Message-ID: <w3c/gamepad/issues/19/321424335@github.com>
I created a [Chrome Platform Status](https://www.chromestatus.com/features/5705158763741184) item to track the progress of this feature in Chrome. On the status page there's a link with some proposed changes to the Gamepad API to support rumble-style effects. [Please take a look!](https://docs.google.com/document/d/1jPKzVRNzzU4dUsvLpSXm1VXPQZ8FP-0lKMT-R_p-s6g) It's similar to the [Gamepad Extensions](https://w3c.github.io/gamepad/extensions.html) draft but a bit more generic in order to support future extensions. I removed pulse because it is not extensible enough for a generic haptic effect. For the sake of buffered effects (which are not supported but probably will be someday) it is a good idea to separate creation and playback, giving the developer a chance to upload large effect descriptions when it is most convenient. I also think we should map DualShock-style rumble motors as a single "dual-rumble" actuator rather than two "vibration" actuators so we can program them with a single "dual-rumble" effect. This makes it explicit that the effect's purpose is to vibrate the whole gamepad (as opposed to a single button or axis, eg Xbox One rumble triggers) and enables reasonable fallbacks for gamepads that can vibrate but don't have a standard dual-rumble configuration. I'm thinking of the Steam Controller with its LRAs, gamepads with a single ERM motor, and composite devices like the Xperia PLAY that reuse the pager motor for rumble. -- You are receiving this because you are subscribed to this thread. Reply to this email directly or view it on GitHub: https://github.com/w3c/gamepad/issues/19#issuecomment-321424335
Received on Thursday, 10 August 2017 01:24:05 UTC