JoyShockMapper | PC gamers to play games | Game Engine library
kandi X-RAY | JoyShockMapper Summary
kandi X-RAY | JoyShockMapper Summary
The Sony PlayStation DualSense, DualShock 4, Nintendo Switch JoyCons (used in pairs), and Nintendo Switch Pro Controller have much in common. They have many of the features expected of modern game controllers. They also have an incredibly versatile and underutilised input that their biggest rival (Microsoft's Xbox One controller) doesn't have: a 3-axis gyroscope (from here on, “gyro”). My goal with JoyShockMapper is to enable you to play PC games with DS, DS4, JoyCons, and Pro Controllers even better than you can on their respective consoles -- and demonstrate that more games should use these features in these ways.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of JoyShockMapper
JoyShockMapper Key Features
JoyShockMapper Examples and Code Snippets
Community Discussions
Trending Discussions on Game Engine
QUESTION
I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.
Starter Assets Input ...ANSWER
Answered 2022-Apr-08 at 23:22I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().
ImagesQUESTION
I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.
Main Program Script:
...ANSWER
Answered 2022-Apr-03 at 07:08You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main
:
QUESTION
I'm currently attempting to create a first-person space flight camera.
First, allow me to define what I mean by that.
Notice that I am currently using Row-Major matrices in my math library (meaning, the basis vectors in my 4x4 matrices are laid out in rows, and the affine translation part is in the fourth row). Hopefully this helps clarify the order in which I multiply my matrices.
What I have so Far
So far, I have successfully implemented a simple first-person camera view. The code for this is as follows:
...ANSWER
Answered 2022-Mar-02 at 23:15The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw.
The minimal solution to this is to add a roll component to your camera state. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”).
Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. Quaternions are used somewhat like rotation matrices, but have fewer components; you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with.
It is very common for general purpose game engines to use quaternions for describing objects' rotations. I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.
QUESTION
I'm new to Godot coming fresh from unity and I cant figure out how to duplicate an object/node. I've tried the duplicate function to no effect. My most recent attempts try to create child nodes with the same property as the parent. I cant seem to get anywhere, help would be appreciated. Here is my code that tries to create a child node:
...ANSWER
Answered 2022-Feb-19 at 01:11- The base node class is invisible (gray) so you cannot see if they were added or not. You can switch from the local to the remote tab in the scene tree while running to see only one invisible node added.
- If you change the code to
AddChild(copynode).Duplicate();
you can see it adds all 5 invisible nodes.
QUESTION
When I say "Entity" below, I'm not specifically referring to anything relating to the ECS pattern, I just mean a general game entity.
I'm trying my hand at game development in C, after having done previous game dev in TypeScript. I'm looking for a C idiomatic way to reuse a pattern with which I'm familiar: each tick, the game iterates through a list of entities, telling each one to update itself, then draw itself. Each entity knows how to update itself, but requires information about the game as a whole to make this update.
...ANSWER
Answered 2022-Feb-13 at 13:14Don't #include "entity.h"
from game.h
and vice versa. Just forward declare what you need a pointer to. Also add header guards if you haven't already.
Example:
QUESTION
helloI'm making an object in Unity that gives players random weapons when they hover over it, but it always gives me this warning and doesn't create it.
...ANSWER
Answered 2022-Feb-10 at 07:54This is because of you are calling the spawn function from client. You should call it in server.
QUESTION
I am trying to learn Godot by making a simple 2D shooter, but am running into a problem. I do not know how to detect if an enemy has been shot by a bullet. My bullets are Area2D nodes with a Sprite, and CollisionShape2D node attached. My enemies are KinematicBody2D nodes with a Sprite, and CollisionShape2D node attached. The enemy also has a timer attached, but that is not important.
Here is the enemy code:
...ANSWER
Answered 2022-Feb-06 at 03:20On your _on_PlayerBullet_body_entered
you a body
that has a reference to whatever the Area2D
collided with, you can use it to communicate with it.
For example, you can call a method on it. Which could, of course could be queue_free
:
QUESTION
I used to handle a group of sprites by push them into an array or sprite group which is build-in class in the Phaser. But I am seeking another simple way could get or remove all sprites in an scene. Does anyone have any idea to resolve this? Thanks a lot!
...ANSWER
Answered 2022-Jan-29 at 09:00The Scene has a property children
(link to documentation)
You can get all Sprites, with the command:
QUESTION
I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:
...ANSWER
Answered 2022-Jan-21 at 00:26YourGraphic.setScrollFactor(0,0);
QUESTION
I Am New To Ursana Engine And I Don't Know It Properly. But I Can Make Games In It. But The Problem Is That My Game Doesn't Have Any . So My Game Looks Dead.
Is There Any Way To Make My Game Look Good Using In Ursana Engine?
...ANSWER
Answered 2021-Dec-11 at 20:32You have to add lights and also apply lit_with_shadows_shader
to entities that will receive shadow.
See more here: https://www.ursinaengine.org/cheat_sheet.html#DirectionalLight
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install JoyShockMapper
include/JoyShockMapper.h - This header provides important type definitions that can be shared across the whole project. No variables are defined here, only constants.
include/InputHelpers.h - This is platform agnostic declaration of wrappers for OS function calls and features.
include/PlatformDefinitions.h - This is a set of declarations that create a common ground when dealing with platform-specific types and definitions.
include/TrayIcon.h - This is a self contained module used to display in Windows an icon in the system tray with a contextual menu.
include/Whitelister.h - This is another self contained Windows specific module that uses a socket to communicate with HIDCerberus and whitelist JSM, the Linux implementation, currently, is a stub.
include/CmdRegistry.h - This header defines the base command type and the CmdRegistry class that processes them.
include/JSMAssignment.hpp - Header for the templated class assignment commands
include/JSMVariable.hpp - Header for the templated core variable class and a few derivatives.
src/main.cpp - This does just about all the main logic of the application. The core processing logic should be kept in the other files as much as possible, and have the JSM specific logic in this file.
src/CmdRegistry.cpp - Implementation for the command line processing entry point.
src/operators.cpp - Implementation of all streaming and comparison operators for custom types declared in JoyShockMapper.h
src/win32/InputHelpers.cpp
src/win32/PlatformDefinitions.cpp
src/win32/Whitelister.cpp.cpp
include/win32/WindowsTrayIcon.h
src/win32/WindowsTrayIcon.cpp
src/linux/InputHelpers.cpp
src/linux/PlatformDefinitions.cpp
src/linux/Whitelister.cpp.cpp
include/linux/StatusNotifierItem.h
src/linux/StatusNotifierItem.cpp
Windows: mkdir build && cd build To create a Visual Studio x86 configuration: cmake .. -G "Visual Studio 16 2019" -A Win32 . To create a Visual Studio x64 configuration: cmake .. -G "Visual Studio 16 2019" -A x64 .
Linux: mkdir build && cd build cmake .. -DCMAKE_CXX_COMPILER=clang++ && cmake --build .
The latest version of JoyShockMapper can always be found here. All you have to do is run JoyShockMapper.exe. Included is a folder called GyroConfigs. This includes templates for creating new configurations for 2D and 3D games, and configuration files that include the settings used for simple Real World Calibration.
Connect your controller either with a usb cable or via bluetooth. Most modern controllers will be suported, including all Xbox, Playstation and Switch controllers. Run the JoyShockMapper executable, and you should see a console window welcoming you to JoyShockMapper. JoyShockMapper can load all the commands contained in a text file.
Connect your controller either with a usb cable or via bluetooth. Most modern controllers will be suported, including all Xbox, Playstation and Switch controllers.
Run the JoyShockMapper executable, and you should see a console window welcoming you to JoyShockMapper. In the console you can start entering bindings : [button name] = [key name]. See Digital Inputs section for details on how buttons and keys are named. Sticks, the gyro and Sony's analog triggers require some more configuration: typically some MODE you want to set, a sensitivity value and some other settings. Each is explained in the corresponding section. They follow the same format : [setting name] = [value] Buttons and settings will display their current values if you only enter their name in the console. Settings can display a short description of what they do if you enter [setting name] HELP There are quite a few commands that do not work as assignments like above but just runs a function. For example RECONNECT_CONTROLLERS will update the controller listing, and RESET_MAPPINGS will set all settings and bindings to default. README will lead you to this document! You will find a JoyShockMapper icon in the system tray: right click on it to display a quick list of commands and configuration files.
JoyShockMapper can load all the commands contained in a text file. Enter the file's path and name in the console. If the file path is too long, or contains unusual characters, enter the relative path instead (eg: GyroConfigs/config.txt). Every line of the text file will be run as a command typed directly into the console. The pound # symbol starts a comment until the end of the line and will be ignored by JoyShockMapper. You can find example configuration files in the GyroConfigs folder. Files can refer one another : feel free to edit those in GyroConfigs as your customized gyro configuration for example. Find more details in the Configuration Files section.
If you're using a configuration that utilises gyro controls, the gyro will need to be calibrated (to be told what "not moving" is). See Gyro Mouse Inputs section for more info on that, but here's the short version: Put all controllers down on a still surface; Enter the command RESTART_GYRO_CALIBRATION to begin calibrating them; After just a couple of seconds, enter the command FINISH_GYRO_CALIBRATION to finish calibrating them. These commands are also accessible via the tray icon contextual menu as well. JoyShockMapper relies on a Real World Calibration value for some features such as flick stick. If you didn't find this value in the online database, check the Real World Calibration section to calculate it yourself.
If you run into some issues, make sure you check the Troubleshooting section and Known and Perceived Issues. If you couldn't find your answer, you can find more help online on the GyroGaming subreddit and its affiliated Discord Server.
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page