Controllable | Adds in the ability to use a controller to play Minecraft | Game Engine library

 by   MrCrayfish Java Version: 0.15.1-1.18.1 License: GPL-3.0

kandi X-RAY | Controllable Summary

kandi X-RAY | Controllable Summary

Controllable is a Java library typically used in Gaming, Game Engine, Minecraft applications. Controllable has no vulnerabilities, it has build file available, it has a Strong Copyleft License and it has low support. However Controllable has 10 bugs. You can download it from GitHub.

I noticed a lack of support for controller for the Java Edition of Minecraft, this is where Controllable comes in. Controllable adds that ability into the game. This mod has been heavily influenced by the controls in the Bedrock Edition of the game, however it is much more configurable (coming soon) and supports more controllers (coming soon)! There is also an API available for mod developers to add controller support to your own mod.
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            kandi-support Support

              Controllable has a low active ecosystem.
              It has 212 star(s) with 57 fork(s). There are 18 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 45 open issues and 301 have been closed. On average issues are closed in 71 days. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Controllable is 0.15.1-1.18.1

            kandi-Quality Quality

              OutlinedDot
              Controllable has 10 bugs (3 blocker, 1 critical, 4 major, 2 minor) and 155 code smells.

            kandi-Security Security

              Controllable has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Controllable code analysis shows 0 unresolved vulnerabilities.
              There are 12 security hotspots that need review.

            kandi-License License

              Controllable is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              Controllable releases are available to install and integrate.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Controllable and discovered the below as its top functions. This is intended to give you an instant insight into Controllable implemented functionality, and help decide if they suit your requirements.
            • Handles a client tick event
            • Handles the creative scrolling
            • Move the mouse to the closest slot in the specified screen
            • Render the mouse event
            • Called when a player is rendered
            • Called when the mouse is moved
            • Loads the gamepad mappings
            • Initialize the current state of the controller
            • Renders the button
            • Draw this controller
            • Render screen
            • Initialize this panel
            • Initialize the components
            • Called when the button is pressed
            • Draw the mouse position
            • Render button
            • Set the visibility of the controller
            • Add entries to the table
            • Called when a client tick is pressed
            • Initialize the view buttons
            • Draw the current pose
            • Handles a movement update
            • Initializes the options
            • Initialize the UI
            • Called when a player is used
            • Render the Minecraft screen
            Get all kandi verified functions for this library.

            Controllable Key Features

            No Key Features are available at this moment for Controllable.

            Controllable Examples and Code Snippets

            No Code Snippets are available at this moment for Controllable.

            Community Discussions

            QUESTION

            recomend the way to write a monitor in UVM with defferent event polarity
            Asked 2021-Jun-03 at 11:14

            I am trying to implement a monitor for VDU(Video display unit) and the way the VDU can be programmed says that sync signals have controllable polarity. This means than according to VDU settings monitor should react on @posedge or @negedge event. Is there any way to pass the type (means posesge or negedge) via configuration data base or do something like this. Instead of write if(truth) @posedge else @negedge. And assertion also needs to be controlled this way but assertion at list designed to take event type as an argument but I am no sure config data base calls are allowed inside interface.

            ...

            ANSWER

            Answered 2021-Jun-01 at 03:15

            You should write your code assuming positive polarity, but feed them through an xor operator.

            Source https://stackoverflow.com/questions/67769794

            QUESTION

            On the Controlabillity of Linearized Free-Floating Systems
            Asked 2021-May-30 at 00:38

            I have been trying to get a linearized version of a MultiBodyPlant without gravity to experiment with LQR for systems without gravity. However, the linearization leads to some interesting phenomena. A simplified example can be found in this google colab notebook.

            When I linearize and check the rank of the controllability matrix for a single free-floating rigid body, I get a rank of 6. This is expected as I use the get_applied_generalized_force_input_port() as the input port, hence making sure that all possible forces can be applied to the system. The system of a single rigid body has 6 degrees of freedom (DoF) and the rank of the controllability matrix is 6, hence it is controllable.

            However, when I use Drake's in-built function IsControllable() to check the controllability, it results False meaning that it thinks the system is not controllable. In the source of the IsControllable() function, the rank of the matrix is checked against the number of rows in the A matrix. I think that this might be causing an issue as the linearization involves the use of quaternions during the AutoDiff (thus adding one more row to the A matrix due to 4 numbers being used for quaternions to represent the state). The linearization process does not know about the unit-quaternion constraint, and hence the A matrix for a system using quaternions will have 1 more row than the DoF of the system.

            I wonder if this is the correct intuition for the controllability mismatch?

            And could this cause issues as other functions within Drake that maybe use the IsControllable() function for verifying controllability?

            ...

            ANSWER

            Answered 2021-May-30 at 00:38

            I think IsControllable() is doing the right thing. If you have a single body with a floating base, then you have 13 state variables (7 positions, 6 velocities). If you were to simply linearize the equations, then you are right that the resulting linear system would not know about the unit quaternion constraint. Asking for controllability of this system would be asking you to drive the system to the origin (quaternion => 0 ~= unit quaternion). Since your dynamics model cannot achieve that, even in the linearization, I expect your system is not controllable in that linearization.

            You could replace the quaternion floating base with a roll-pitch-yaw floating base. We have some API that will make that easier coming in https://github.com/RobotLocomotion/drake/issues/14949 . But in the mean time, you can add the three translations and a BallRpyJoint.

            The alternative to look into the literature on control in SE(3) directly using quaternions. There are elegant results there, but linear analysis won’t help.

            Source https://stackoverflow.com/questions/67676267

            QUESTION

            Fortran array of pointer to array returns same address
            Asked 2021-May-26 at 18:01

            I would like to create an array of pointers to arrays, which are dynamically allocated if/when my result is ready. The following code uses a type to get around being unable to set an array of pointers, but the function makeArray is always returning the same memory address.

            The expected outcome would be different addressess, and thus separately controllable arrays. (I need to do this because I have very very large arrays that will be populated at random but must be ordered, and I don't want to preallocate a massive 2x2 array (order of 8GB) nor constantly reallocate and sort as new results come in, so my solution is preallocate a large 1x1 array that can have pointers to the 2nd dim, meaning I can place the pointer to the result in its correct "slot" if/when it becomes available)

            ...

            ANSWER

            Answered 2021-May-26 at 06:26

            When I used gfortran with sufficient debugging options, it gave the answer:

            Source https://stackoverflow.com/questions/67697008

            QUESTION

            Is there an easy way to quote a type with constrained parameters?
            Asked 2021-May-25 at 20:34
            > {-# LANGUAGE TemplateHaskell #-}
            > import Language.Haskell.TH
            > import Control.Monad
            
            ...

            ANSWER

            Answered 2021-May-25 at 15:14

            A hacky solution I came up with is this:

            Source https://stackoverflow.com/questions/67689333

            QUESTION

            Associate each enum member to a class and get generic info from that class
            Asked 2021-May-21 at 00:11

            Suppose I have lots of audio effects into an enum:

            ...

            ANSWER

            Answered 2021-May-21 at 00:11

            You can do that with a bit of trickery but I am not sure how useful it really is. The main problem you will have to face it that generally you can't iterate easily through all values of an enum. As the underlying data type for a normal enum is integer starting you might use a simple loop for a plain enum but this fails for any enum where values are set manually such as

            Source https://stackoverflow.com/questions/67627762

            QUESTION

            How to use Material-UI Autocomplete component to select multiple options and add new options?
            Asked 2021-Apr-23 at 23:46

            goal

            I have a multiple field that:

            1. we can select users present in the autocompletion (a list that I retrieve via API)
            2. We can enter the names of new users that we separate them with a comma

            For that, I therefore need to retrieve the value of value and inputValue. For value, there is no problem but for inputValue, there is something that I do not understand

            problem

            When I modify the value of inputValue in onInputChange, its state is modified and reseted like that

            information

            I base on the example that material UI offers

            Code in Sandbox

            Code

            ...

            ANSWER

            Answered 2021-Apr-23 at 23:46

            You want to enable multi selection, and allow the user to enter any arbitrary value in the textbox. Therefore you can use the Autocomplete component with the freesolo prop set to true, so the textbox can contain any arbitrary value.

            This is the Material-UI example closest to your use case.

            We will use a controlled component, so you can control its behavior with the value and onChange props. Check the code below.

            You can select from the pre-populated items, or you can enter any arbitrary value and press enter, and a chip will be added to the component, and the value will be added to the array in the state.

            Currently value is an array of the names but you can set it to the ids or whatever you want.

            Try this code:

            Source https://stackoverflow.com/questions/67234558

            QUESTION

            How can you add Children to an ItemsPanelTemplate of an ItemsControl in WPF?
            Asked 2021-Apr-22 at 12:02

            I have the following ItemsControl:

            ...

            ANSWER

            Answered 2021-Apr-22 at 12:02

            You may add the Ellipse to the Template of the ItemsControl:

            Source https://stackoverflow.com/questions/67212770

            QUESTION

            type 'string | null' is not assignable to parameter of type 'SetStateAction'.Type 'null' is not assignable to type 'SetStateAction'
            Asked 2021-Apr-20 at 07:50
             {
                setValue(newValue);
              }}
              inputValue={inputValue}
              onInputChange={(event, newInputValue) => {
                setInputValue(newInputValue);
              }}
              id="controllable-states-demo"
              options={options}
              style={{ width: 300 }}
              renderInput={(params) => }
            />
            
            ...

            ANSWER

            Answered 2021-Apr-20 at 07:28

            As the error says, newValue can be either a string or null. It requires a string, so you should test the value of newValue before you try to use it.

            For example:

            Source https://stackoverflow.com/questions/67174156

            QUESTION

            Controlled Multi - Rotation of SVG text elements
            Asked 2021-Mar-31 at 21:32

            I'm really having trouble to understand how elements are supposed to be rotated in a controllable way in . The concrete example is here:

            ...

            ANSWER

            Answered 2021-Mar-31 at 16:55

            Rotation also depends on text-anchor and other text positioning attributes.

            But be aware; the transform does not transform the BBox,
            so the :hover works on where the text was

            Also see: SVG textpath, determine when text goes beyond the path

            Playground:

            Source https://stackoverflow.com/questions/66879078

            QUESTION

            How can I remove an annoying 'snap' noise each time I loop a wav file?
            Asked 2021-Mar-14 at 11:16

            I'm trying to create a simple controllable and non-blocking looping wavplayer. The following class created using simpleaudio works, however, there is a brief pause and noticeable popping/snapping noise between each loop of the audio. I'm honestly not sure what's causing it and I'm not sure how I could fix it either than using a different audio module entirely. Any suggestions?

            ...

            ANSWER

            Answered 2021-Mar-14 at 11:16

            I encounterded the same problem while programming a tuner that generates an infinitely long note from a limited number of samples (I used pyaudio, and a tuning note is a very simple sound, which makes the pops very obvious, but the remedy much easier).

            If you loop a wave object like:

            Source https://stackoverflow.com/questions/66616183

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Controllable

            You can download it from GitHub.
            You can use Controllable like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Controllable component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            Note: Support for other controllers will be a community effort. Once the controller mapping system is added, I will be accepting pull requests on GitHub for controller mappings. This is simply because I do not have access to different types of controllers.
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