Modding, Mission Design, and Coding > Test Builds

Joystick response curves

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Nuke:
lua defined curves perhaps. but i dont think games should make players do math. it would be more robust to pick a curve function from a gui and tweak its parameters. might also roll in deadzone and sensitivity adjustment as well. how are things on the in game interface overhaul front?

Achillion:

--- Quote from: Nuke on September 24, 2014, 07:39:05 pm ---lua defined curves perhaps. but i think it would be more robust to pick a curve function from a gui and tweak its parameters. games shouldn't make players do math.

--- End quote ---

There's no math involved for the user the way I described a user-defined curve. It's just sliders (see IL-2 screenshot). Any reference to math in my last post is just my thoughts on implementation details.

The current curves will remain as is; no need to remove them. I was just considering maybe adding a extra option that lets a user define a curve using sliders. If the devs are considering merging this into trunk, I'd suggest merging as is and we can see about user-defined options in the near future.

Nuke:
its also possible to swap math based curves with graph based curves. players edit the points on the graph to create their desired response curve. the game finds the nearest two graph points to the input and interpolates between them to find the output. each two points define a bezier curve and you can create both s and j cuves and linear gradients with them. you can also define dead zones with such a system. definitely considering something like that for my game engine.

z64555:
Problem: Where is the interface for editing said curves?

Nuke:
freespace still doesn't have a customizable interface? headdesk. maybe i shouldn't have stopped working on nukeui (an attempt at writing a gui class that runs in lua and makes use of freespace's lua graphics library).

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