Thread: [Algorithms] mouse smoothing
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From: Jeff R. <je...@gm...> - 2009-09-11 18:09:01
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Survey Time: What is your preferred method for smoothing mouse input for a game (for cases where the mouse is used to tilt and swivel a first person or third person view)? "Too much" smoothing might be just trading latency for smoothness, and too little might seem jerky, etc. What algorithms do people like? Jeff |
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From: Jon W. <jw...@gm...> - 2009-09-11 19:28:20
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Jeff Russell wrote: > Survey Time: > > What is your preferred method for smoothing mouse input for a game > (for cases where the mouse is used to tilt and swivel a first person > or third person view)? "Too much" smoothing might be just trading > latency for smoothness, and too little might seem jerky, etc. What > algorithms do people like? > > Jeff To make this a little algorithms-relevant: Smoothing is like a filter for a signal. The signal is the delta mickeys (mouse ticks) per frame. The output is the amount to move the viewpoint. (The viewpoint itself is the integral of this signal). Personally, I've never used more than a single-pole first-order filter (a k a a "leaky integrator.") deltaMickeys = deltaMickeys * (1 - alpha) + newMickeys * alpha; heading = fmod(heading + deltaMickeys * Scale, TwoPi); Although perhaps you could treat the filter as a FIR (or even an IIR). Box-filtering as a FIR might work okay as long as you have a high sample/frame rate. Personally, I prefer "alpha' to be 1.0 in the above equation, though. The hardware already has inertia, so smoothing shouldn't be necessary, unless your frame rates are so low that control is a problem, and at that point, smoothing isn't the right solution... Sincerely, jw -- Revenge is the most pointless and damaging of human desires. |
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From: Oscar F. <os...@tr...> - 2009-09-11 20:11:20
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TBH any form of enforced filtering just annoys me. I FAR prefer no filtering, my experience is that most PC gamers agree. So whatever you do for filtering ... make sure it can be turned off! |
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From: Doug P. <dpo...@gm...> - 2009-09-11 20:28:07
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IMHO the best solution is simple filtering (like Jon posted above) with a user controlled slider for the alpha value. On Fri, Sep 11, 2009 at 1:11 PM, Oscar Forth < os...@tr...> wrote: > TBH any form of enforced filtering just annoys me. I FAR prefer no > filtering, my experience is that most PC gamers agree. So whatever you do > for filtering ... make sure it can be turned off! > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus > on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
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From: Nicholas \Indy\ R. <ar...@gm...> - 2009-09-11 21:17:45
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I agree that mouse smoothing in a FPS is not a good default! I've had better experience with a few third persons games, but I figure only then if aiming isn't important. Indy On Fri, Sep 11, 2009 at 1:11 PM, Oscar Forth < os...@tr...> wrote: > TBH any form of enforced filtering just annoys me. I FAR prefer no > filtering, my experience is that most PC gamers agree. So whatever you do > for filtering ... make sure it can be turned off! > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus > on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |
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From: Alen L. <ale...@cr...> - 2009-09-11 19:29:23
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Friday, September 11, 2009, 8:08:43 PM, Jeff wrote: > What is your preferred method for smoothing mouse input for a game (for > cases where the mouse is used to tilt and swivel a first person or third > person view)? Taking the mouse deltas from current and last frame and doing a weighted average using frame times as weights seems to work great. HTH, Alen |
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From: Sylvain V. <vi...@ii...> - 2009-09-12 01:19:06
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I've never seen a game where it helped/where I felt I played better with it. Whether I had crappy or good mouse. Nicholas "Indy" Ray wrote: > I agree that mouse smoothing in a FPS is not a good default! I've had > better experience with a few third persons games, but I figure only > then if aiming isn't important. > > Indy > > On Fri, Sep 11, 2009 at 1:11 PM, Oscar Forth > <os...@tr... > <mailto:os...@tr...>> wrote: > > TBH any form of enforced filtering just annoys me. I FAR prefer > no filtering, my experience is that most PC gamers agree. So > whatever you do for filtering ... make sure it can be turned off! > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports > 2008 30-Day > trial. Simplify your report design, integration and deployment - > and focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > <mailto:GDA...@li...> > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > ------------------------------------------------------------------------ > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |
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From: Jeff R. <je...@8m...> - 2009-09-12 04:56:19
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Okay, seems we have a consensus :-P No filtering: x += dx; Just curious if there was some non-trivial approach that i didn't know about that was maybe good for this. TBH I've never quite understood the importance either, but some of our users are asking for it. Cheers, Jeff On Fri, Sep 11, 2009 at 8:58 PM, Sylvain Vignaud <vi...@ii...> wrote: > I've never seen a game where it helped/where I felt I played better with > it. Whether I had crappy or good mouse. > > Nicholas "Indy" Ray wrote: > > I agree that mouse smoothing in a FPS is not a good default! I've had > > better experience with a few third persons games, but I figure only > > then if aiming isn't important. > > > > Indy > > > > On Fri, Sep 11, 2009 at 1:11 PM, Oscar Forth > > <os...@tr... > > <mailto:os...@tr...>> wrote: > > > > TBH any form of enforced filtering just annoys me. I FAR prefer > > no filtering, my experience is that most PC gamers agree. So > > whatever you do for filtering ... make sure it can be turned off! > |
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From: Jason H. <jh...@st...> - 2009-09-12 08:04:21
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Although you are asking about mouse smoothing in a FPS-style game, a similar but opposite problem exists when dealing with light guns or the cursor on the Wii using the DPD pointer: preventing jitter and restricting movement when not enough change has occurred. After doing some experiments with a recent title I worked on, which involved quite a bit of point-and-clickery, it turns out that the simplest method was to accumulate virtual 'mickeys' of change, but do not actually begin moving the mouse cursor on-screen until a threshold was reached. Once the cursor was unlocked, it did not settle down until the average velocity reduced below some threshold. Smoothing the transitions between the two states (locked/unlocked) was simply done by the cheap unstable spring method, where each frame we took (x,y) = a*currentPos + (1-a)*newPos, and "a" ramped over a very short time down to 0. During the locked state, it always chose the current position to be the centroid of several previous samples. The above gave us a nice slow moving cursor that didn't stick in one place and didn't jitter as long as the aim didn't deviate too much, too quickly. And it (fairly) immediately launched into motion if the aim changed drastically, but the cursor caught up smoothly. Not great for a FPS, but for a mechanical device with bulk and inertia to overcome, it might make sense to try something similar. JH Jeff Russell wrote: > Okay, seems we have a consensus :-P No filtering: > > x += dx; > > Just curious if there was some non-trivial approach that i didn't know > about that was maybe good for this. TBH I've never quite understood > the importance either, but some of our users are asking for it. > > Cheers, > > Jeff > > On Fri, Sep 11, 2009 at 8:58 PM, Sylvain Vignaud <vi...@ii... > <mailto:vi...@ii...>> wrote: > > I've never seen a game where it helped/where I felt I played > better with > it. Whether I had crappy or good mouse. > > Nicholas "Indy" Ray wrote: > > I agree that mouse smoothing in a FPS is not a good default! > I've had > > better experience with a few third persons games, but I figure only > > then if aiming isn't important. > > > > Indy > > > > On Fri, Sep 11, 2009 at 1:11 PM, Oscar Forth > > <os...@tr... > <mailto:os...@tr...> > > <mailto:os...@tr... > <mailto:os...@tr...>>> wrote: > > > > TBH any form of enforced filtering just annoys me. I FAR prefer > > no filtering, my experience is that most PC gamers agree. So > > whatever you do for filtering ... make sure it can be turned > off! > > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > ------------------------------------------------------------------------ > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list -- Jason Hughes President Steel Penny Games, Inc. Austin, TX |
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From: Fabian G. <f.g...@49...> - 2009-09-12 19:51:36
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> Yeah, there is some non-trivial approach to doing this, and it's done by the OS. :-) > > In Windows, you can adjust parameters related to this. The most notable (in my opinion) is the acceleration slider which is a power function on the velocity. That's not doing any smoothing either, though; quite the opposite, it further exaggerates the input mouse motions. There's no point in smoothing mouse input, really; unlike most input devices, mice don't have any appreciable noise in their output. All the smoothing does is make everything feel laggy. |
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From: Tom P. <ga...@fa...> - 2009-09-13 03:28:29
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>> Yeah, there is some non-trivial approach to doing this, and it's done by >> the OS. :-) >> >> In Windows, you can adjust parameters related to this. The most notable >> (in my opinion) is the acceleration slider which is a power function on >> the velocity. > > That's not doing any smoothing either, though; quite the opposite, it > further exaggerates the input mouse motions. I had guessed that it downward expanded slow movement, too, but I never really dug into it to see for sure. There is the mouse speed slider, too, though, which scales the velocity linearly, which could "damp" the motion in a different way. > There's no point in smoothing mouse input, really; unlike most input > devices, mice don't have any appreciable noise in their output. All the > smoothing does is make everything feel laggy. I wonder, though, if the input is noisy but is sufficiently filtered by the software path. I mean some of these mice claim 1000dpi, I can't imagine they're not going to have some jitter at the hardware sampling level. -tom! -- |
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From: Fabian G. <f.g...@49...> - 2009-09-13 05:49:00
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Tom Plunket wrote: >>> Yeah, there is some non-trivial approach to doing this, and it's done by >>> the OS. :-) >>> >>> In Windows, you can adjust parameters related to this. The most notable >>> (in my opinion) is the acceleration slider which is a power function on >>> the velocity. >> That's not doing any smoothing either, though; quite the opposite, it >> further exaggerates the input mouse motions. > > I had guessed that it downward expanded slow movement, too, but I never > really dug into it to see for sure. There is the mouse speed slider, too, > though, which scales the velocity linearly, which could "damp" the motion > in a different way. There's a small article explaining the mouse acceleration algorithm used in Windows XP: http://www.microsoft.com/whdc/archive/pointer-bal.mspx It's hard to say for sure whether it's slowing down small motions since there's no "1:1 translation" reference curve in the graphs. However, the curves are piecewise linear with no huge slope differences; if there's any downward scaling done at some point, its effect would be quite mild. > I wonder, though, if the input is noisy but is sufficiently filtered by > the software path. I mean some of these mice claim 1000dpi, I can't > imagine they're not going to have some jitter at the hardware sampling > level. Not sure what happens at the mouse firmware level to get data this sparkly clean (well, unless you're on a surface it can't track properly on...) :). But you can get the raw delta mickeys from the raw input API on Windows (or DirectInput too for that matter) and just by directly opening the USB device on Linux. Aside from the obvious lack of mouse acceleration (which may be what you want in your game!), the values are just as noiseless as the mouse pointer coordinates. -Fabian |
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From: Jeff R. <je...@8m...> - 2009-09-13 06:31:21
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This thread has been totally worth it, just for adding "delta mickey" to my vocabulary. Bypassing windows mouse acceleration curves might be of interest to developers, actually, I had forgotten about that. |
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From: Tibor K. <tib...@gm...> - 2009-09-13 10:50:47
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I haven't seen anyone mention this, but if you're using raw input (which is most likely the case), you're bypassing all windows' sensitivity and acceleration functions already. Cheers, Tibor On 13.9.2009 8:31, Jeff Russell wrote: > This thread has been totally worth it, just for adding "delta mickey" > to my vocabulary. Bypassing windows mouse acceleration curves might be > of interest to developers, actually, I had forgotten about that. > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > ------------------------------------------------------------------------ > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |
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From: James R. <ja...@fu...> - 2009-09-14 07:03:54
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Err, you really shouldn't be using raw input any more. You should be obtaining mouse data through the Windows messages sent to your application/window. More importantly you shouldn't attempt to by pass any acceleration that Windows provides per the users settings. (There's nothing worse than trying to play a game with a mouse cursor that crawls across the screen like a snail with a broken leg.) Tibor Klajnscek wrote: > I haven't seen anyone mention this, but if you're using raw input > (which is most likely the case), you're bypassing all windows' > sensitivity and acceleration functions already. > > Cheers, > Tibor > > On 13.9.2009 8:31, Jeff Russell wrote: >> This thread has been totally worth it, just for adding "delta mickey" >> to my vocabulary. Bypassing windows mouse acceleration curves might >> be of interest to developers, actually, I had forgotten about that. >> ------------------------------------------------------------------------ >> >> ------------------------------------------------------------------------------ >> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day >> trial. Simplify your report design, integration and deployment - and focus on >> what you do best, core application coding. Discover what's new with >> Crystal Reports now. http://p.sf.net/sfu/bobj-july >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > ------------------------------------------------------------------------ > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |
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From: Emil P. <hu...@co...> - 2009-09-14 19:10:40
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Actually, Raw Input is what Microsoft recommends for games (except for controlling a cursor). I don't know if you confuse Raw Input with some legacy API, but this is the relatively new API (since Windows XP) for obtaining high resolution input. It's supposed to replace semi-deprecated APIs such as DirectInput that are now implemented through Raw Input anyway. -Emil -----Original Message----- From: James Robertson [mailto:ja...@fu...] Sent: 14 September 2009 09:03 To: Game Development Algorithms Subject: Re: [Algorithms] mouse smoothing Err, you really shouldn't be using raw input any more. You should be obtaining mouse data through the Windows messages sent to your application/window. More importantly you shouldn't attempt to by pass any acceleration that Windows provides per the users settings. (There's nothing worse than trying to play a game with a mouse cursor that crawls across the screen like a snail with a broken leg.) Tibor Klajnscek wrote: > I haven't seen anyone mention this, but if you're using raw input > (which is most likely the case), you're bypassing all windows' > sensitivity and acceleration functions already. > > Cheers, > Tibor > > On 13.9.2009 8:31, Jeff Russell wrote: >> This thread has been totally worth it, just for adding "delta mickey" >> to my vocabulary. Bypassing windows mouse acceleration curves might >> be of interest to developers, actually, I had forgotten about that. >> ------------------------------------------------------------------------ >> >> ---------------------------------------------------------------------------- -- >> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day >> trial. Simplify your report design, integration and deployment - and focus on >> what you do best, core application coding. Discover what's new with >> Crystal Reports now. http://p.sf.net/sfu/bobj-july >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > ------------------------------------------------------------------------ > > ---------------------------------------------------------------------------- -- > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > ------------------------------------------------------------------------ > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list ---------------------------------------------------------------------------- -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |
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From: James R. <ja...@fu...> - 2009-09-15 08:22:07
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Ah yes, sorry. I meant DirectInput et al. Emil Persson wrote: > Actually, Raw Input is what Microsoft recommends for games (except for > controlling a cursor). I don't know if you confuse Raw Input with some > legacy API, but this is the relatively new API (since Windows XP) for > obtaining high resolution input. It's supposed to replace semi-deprecated > APIs such as DirectInput that are now implemented through Raw Input anyway. > > -Emil > > > -----Original Message----- > From: James Robertson [mailto:ja...@fu...] > Sent: 14 September 2009 09:03 > To: Game Development Algorithms > Subject: Re: [Algorithms] mouse smoothing > > Err, you really shouldn't be using raw input any more. You should be > obtaining mouse data through the Windows messages sent to your > application/window. More importantly you shouldn't attempt to by pass > any acceleration that Windows provides per the users settings. (There's > nothing worse than trying to play a game with a mouse cursor that crawls > across the screen like a snail with a broken leg.) > > > Tibor Klajnscek wrote: > >> I haven't seen anyone mention this, but if you're using raw input >> (which is most likely the case), you're bypassing all windows' >> sensitivity and acceleration functions already. >> >> Cheers, >> Tibor >> >> On 13.9.2009 8:31, Jeff Russell wrote: >> >>> This thread has been totally worth it, just for adding "delta mickey" >>> to my vocabulary. Bypassing windows mouse acceleration curves might >>> be of interest to developers, actually, I had forgotten about that. >>> ------------------------------------------------------------------------ >>> >>> >>> > ---------------------------------------------------------------------------- > -- > >>> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 >>> > 30-Day > >>> trial. Simplify your report design, integration and deployment - and >>> > focus on > >>> what you do best, core application coding. Discover what's new with >>> Crystal Reports now. http://p.sf.net/sfu/bobj-july >>> ------------------------------------------------------------------------ >>> >>> _______________________________________________ >>> GDAlgorithms-list mailing list >>> GDA...@li... >>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >>> Archives: >>> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >>> >> ------------------------------------------------------------------------ >> >> >> > ---------------------------------------------------------------------------- > -- > >> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 >> > 30-Day > >> trial. Simplify your report design, integration and deployment - and focus >> > on > >> what you do best, core application coding. Discover what's new with >> Crystal Reports now. http://p.sf.net/sfu/bobj-july >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >> > > ---------------------------------------------------------------------------- > -- > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus > on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > |
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From: Tibor K. <tib...@gm...> - 2009-09-14 18:05:04
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We're actually using the windows cursor as our cursor (or only it's position and rendering our own - forgot exact details), but for the game input (delta mickeys, :) ) we're using raw input via WM_INPUT and it works great for us. I see no reason why we shouldn't use it as there's nothing worse than UI cursor acceleration and sensitivity being applied to player view/rotation input... On 14.9.2009 9:03, James Robertson wrote: > Err, you really shouldn't be using raw input any more. You should be > obtaining mouse data through the Windows messages sent to your > application/window. More importantly you shouldn't attempt to by pass > any acceleration that Windows provides per the users settings. (There's > nothing worse than trying to play a game with a mouse cursor that crawls > across the screen like a snail with a broken leg.) > > > Tibor Klajnscek wrote: > >> I haven't seen anyone mention this, but if you're using raw input >> (which is most likely the case), you're bypassing all windows' >> sensitivity and acceleration functions already. >> >> Cheers, >> Tibor >> >> On 13.9.2009 8:31, Jeff Russell wrote: >> >>> This thread has been totally worth it, just for adding "delta mickey" >>> to my vocabulary. Bypassing windows mouse acceleration curves might >>> be of interest to developers, actually, I had forgotten about that. >>> ------------------------------------------------------------------------ >>> >>> ------------------------------------------------------------------------------ >>> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day >>> trial. Simplify your report design, integration and deployment - and focus on >>> what you do best, core application coding. Discover what's new with >>> Crystal Reports now. http://p.sf.net/sfu/bobj-july >>> ------------------------------------------------------------------------ >>> >>> _______________________________________________ >>> GDAlgorithms-list mailing list >>> GDA...@li... >>> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >>> Archives: >>> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >>> >> ------------------------------------------------------------------------ >> >> ------------------------------------------------------------------------------ >> Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day >> trial. Simplify your report design, integration and deployment - and focus on >> what you do best, core application coding. Discover what's new with >> Crystal Reports now. http://p.sf.net/sfu/bobj-july >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> GDAlgorithms-list mailing list >> GDA...@li... >> https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >> Archives: >> http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list >> > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > |
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From: Alen L. <ale...@cr...> - 2009-09-14 19:08:39
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Monday, September 14, 2009, 8:04:49 PM, Tibor wrote: > I see no reason why we shouldn't use it as there's nothing worse > than UI cursor acceleration and sensitivity being applied to player > view/rotation input... De gustibus non est disputandum. IME, it is best left as an option for the user. Alen |
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From: Alen L. <ale...@cr...> - 2009-09-13 08:02:35
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Sylvain wrote at 9/12/2009: > I've never seen a game where it helped/where I felt I played better with > it. Whether I had crappy or good mouse. It's not about playing better. Of course you play worse with it because you have more lag. It's about some people getting sick from jerky view motions. Thus it is more important to have it in FPS than in TPS. Think of it as an accesibility option. JM2C, Alen |