We have learned a lot in this chapter about gaming input devices. Specifically, we were able to understand how they work and learnt how to read values for their keys, buttons, and axis. We performed transformations to the models and cameras, translating and rotating them according to the values read from the input devices in Silverlight applications and in XBAP WPF using DirectInput, managers, and wrappers. We also understood the differences between analog and digital controls.
Now that we've learnt to control many aspects of our games using input devices, we're ready to use effects and textures to amaze the players, which is the topic of the next chapter.