Re: dev's becomeing one
Trust me, this would never work. The majority of devs you'll find here are too interested in DRM solutions instead of what actually matters. The devs who can actually separate themselves from that and focus on what matters are few and far between and have other and b
Re: Java IDE Accessibility
The speech synthesizer is completely independent of the accessibility of a program. If a program or add-on depends on the synthesizer used then that's incredibly poor design.
URL: https://forum.audiogames.net/post/622142/#p622142
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Re: where can I learn python? the basics.
@23, no, no one is saying that no one can decompile a PYD file. Anyone can, with the right tools, decompile *anything*. Nothing you can do will prevent that.And as for 24, the reason this always, always comes back to forks is because in pretty much
Re: Handling Keyboard
For me, I tend to have a GameState object that holds both variable user data (e.g.: what we'redoing at any one moment in time, such as a menu object) and a GameState enumeration which check. Then, if I'm in C++, I cast the game state user data to the actual object I ex
Re: where i can find the errors in nvda addons
@5 as 2 said, errors are found in the NVDA log (NVDA + F1).
URL: https://forum.audiogames.net/post/620807/#p620807
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Re: where can I learn python? the basics.
@20, sadly, it seems like people are happy to do anything at all if it means they can prevent people from getting their source code. In a way its disgusting because if people weren't so overly-focused on that we'd be so much further ahead than we ar
Re: how do you keep track of parentheses, brackets, etc
@3, I personally prefer putting the brace on the same line as the declaration, just because it filters out unnecessary things and is easier to read for me. But that's my preference.As for the question itself, I've seen some authors do
Re: Extended PEMDAS.
Yeah, for this you could use a regular _expression_, but it would be hideously complex and difficult to understand, no matter how you wrote it. You'd definitely be better off writing a full parser/lexer at this point. Parse the input into an abstract syntax tree (AST),
Re: Suggestions for Wayfar 1444 relaunch welcome
@43, fair enough. I prefer Rust myself for code though I'll dive into C++ when I need to. I've used both for serious projects (though that depends on your definition of a "serious" project), though I haven't actually been able to employ it in
Re: Suggestions for Wayfar 1444 relaunch welcome
@Camlorn, to specifically address one of your points to me about hating JS, I dislike _javascript_ because its got about fifty different ways to do pretty much everything. There are at least 4 ways of declaring variables, and to my knowledge
Re: Suggestions for Wayfar 1444 relaunch welcome
@31, how exactly would you implement version control on a game that's supposed to be live-edited? Yeah, you could make objects versioned, but then you'd need to store *every* version of the object, its properties, verbs, permissions, verb cod
Re: Suggestions for Wayfar 1444 relaunch welcome
@31, how exactly would you implement version control on a game that's supposed to be live-edited? Yeah, you could make objects versioned, but then you'd need to store *every* version of the object, its properties, verbs, permissions, verb cod
Re: Suggestions for Wayfar 1444 relaunch welcome
@31, how exactly would you implement version control on a game that's supposed to be live-edited? Yeah, you could make objects versioned, but then you'd need to store *every* version of the object, its properties, verbs, permissions, verb cod
Re: Suggestions for Wayfar 1444 relaunch welcome
@31, how exactly would you implement version control on a game that's supposed to be live-edited? Yeah, you could make objects versioned, but then you'd need to store *every* version of the object, its properties, verbs, permissions, verb cod
Re: Suggestions for Wayfar 1444 relaunch welcome
@31, how exactly would you implement version control on a game that's supposed to be live-edited? Yeah, you could make objects versioned, but then you'd need to store *every* version of the object, its properties, verbs, permissions, verb cod
Re: Suggestions for Wayfar 1444 relaunch welcome
@31, how exactly would you implement version control on a game that's supposed to be live-edited? Yeah, you could make objects versioned, but then you'd need to store *every* version of the object, its properties, verbs, permissions, verb cod
Re: how to get JDK 8 & JRE 8 with out having to make an oracle account
@9, that'll install the latest JDK version though; if you want JDK 8 you'd replace openjdk with openjdk8-redhat or openjdk8-redhat-jre
URL: https://forum.audiogames.net/post/618286/#p618286
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Re: Suggestions for Wayfar 1444 relaunch welcome
@27, I honestly have no idea why it has so many. Its ridiculous. Most of it, I suspect, is the NPCs.
URL: https://forum.audiogames.net/post/618285/#p618285
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Re: Suggestions for Wayfar 1444 relaunch welcome
@23, is the not running on a VPS thing why you believe it doesn't scale? If so then I agree, but that'd happen in any database system. I don't really understand how you think it doesn't scale and what your looking at that made you generate th
Re: how to get JDK 8 & JRE 8 with out having to make an oracle account
@5, I don't believe they make x86 versions. Its not surprising. What do you need the 32-bit builds for? If its for the JAB you don't need that anymore.
URL: https://forum.audiogames.net/post/618132/#p618132
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Re: how to get JDK 8 & JRE 8 with out having to make an oracle account
You don't need an account for this. Download OpenJDK from here: https://github.com/AdoptOpenJDK/openjdk … b03_ea.zip for the JDK and https://github.com/AdoptOpenJDK/openjdk … b03_ea.zip for the JRE.
URL: https://forum.a
Re: Suggestions for Wayfar 1444 relaunch welcome
This might not happen but could you make this relaunch open-source? I was unsure on asking first since I didn't think it would ever happen but thought I might ask anyway.
URL: https://forum.audiogames.net/post/617579/#p617579
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Re: SAPI seems to be laggy
@5, that depends on the SAPI voice though. There are some SAPI voices with no latency or a latency that isn't detectable by the user.
URL: https://forum.audiogames.net/post/617576/#p617576
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Re: questions about developing on an M1 MacBook
I just find it really ironic that Apple, the supposed company who's cared about accessibility for all its users for years and years, hasn't even bothered to make its app store submission system accessible. That's just hilarious and puts paid t
Re: Just released: C library to generate mazes
@15, never meant to imply that your library was sub-optimal, just that porting it in Python would be a pointless endeavor unless you want to learn something.
URL: https://forum.audiogames.net/post/616982/#p616982
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Re: Just released: C library to generate mazes
There's no need to port this to Python. There is already a library in Python with the same name of this library that supports many more maze generation algorithms than this one. It requires NumPy, though, but that shouldn't be much of a problem
Re: Good resources for getting to grips with procedural or maze generation
Purchase the Mazes for Programmers book on amazon -- all the code is formatted correctly there. Youcan also buy it from here: https://pragprog.com/titles/jbmaze/maze … rogrammers
URL: https://forum.audiogames.net/po
Re: Questions about C#
@25, yeah, that's pretty common among all GUI libraries that aren't immediate-mode ones. They all send and receive events to ensure that your program isn't gobbling up all the CPU.
URL: https://forum.audiogames.net/post/616218/#p616218
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Re: Questions about C#
@23, I didn't say that. You can use a GUI library for games; Entombed does it perfectly fine and it does work. Its just not the best way because a non-immediate-mode GUI library wasn't intended for games. But you can certainly use them that way. Its just really, reall
Re: Questions about C#
@23, I didn't say that. You can use a GUI library for games; Entombed does it perfectly fine and it does work. Its just not the best way because a non-immediate-mode GUI library wasn't intended for games. But you can certainly use them that way. Its just really, reall
Re: Questions about C#
@23, I didn't say that. You can use a GUI library for games; Entombed does it perfectly fine and it does work. Its just not the best way because a non-immediate-mode GUI library wasn't intended for games. But you can certainly use them that way.
URL: https://forum.au
Re: Questions about C#
@21, your thinking in a more BGT-ish way of doing things. You need to get out of that mindset -- its not going to help you here.Windows forms (and every other kind of UI library) rely on events to convey information to you. There is no central "key_pressed" function b
Re: Questions about C#
@21, your thinking in a more BGT-ish way of doing things. You need to get out of that mindset -- its not going to help you here.Windows forms (and every other kind of UI library) rely on events to convey information to you. There is no central "key_pressed" function b
Re: Questions about C#
@21, your thinking in a more BGT-ish way of doing things. You need to get out of that mindset -- its not going to help you here.Windows forms (and every other kind of UI library) rely on events to convey information to you. There is no central "key_pressed" function b
Re: Questions about C#
It should be in your bin directory. You don't add the C DLL to the repository but you build the .NET DLL and then you add that reference.
URL: https://forum.audiogames.net/post/615982/#p615982
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Re: Questions about C#
I'm kinda confused on why we want sound pools and BGT idioms in every new programming language we adopt. Just learn how to use the libraries like everyone else. I hate to be a dick about it but this seems ridiculous. Okay, your used to it, but its ridiculous how BGT s
Re: Questions about C#
I'm kinda confused on why we want sound pools and BGT idioms in every new programming language we adopt. Just learn how to use the libraries like everyone else. I hate to be a dick about it but this seems ridiculous. Okay, your used to it, but its ridiculous how BGT s
Re: Questions about C#
I'm kinda confused on why we want sound pools and BGT idioms in every new programming language we adopt. Just learn how to use the libraries like everyone else. I hate to be a dick about it but this seems ridiculous. Okay, your used to it, but its ridiculous how BGT s
Re: Questions about C#
There's MonoGame, which works okay. If you want ot handle everything yourself, you can also use SDL2 in C# -- not sure what its called off the top of my head though.
URL: https://forum.audiogames.net/post/615084/#p615084
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Re: is what I’m doing even considered programming?
@22, Huh, nice. Sounds kinda like sciter to me, though its actually accessible.
URL: https://forum.audiogames.net/post/613860/#p613860
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Re: is what I’m doing even considered programming?
@19, yeah, agree about node. Its one reason I haven't really gotten into it -- Its not just JS but just how weird it seems to me. Do you use Node to write your electron apps or something else?
URL: https://forum.audiogames.net/post/613852/
Re: is what I’m doing even considered programming?
I've looked at various areas in computer programming - mobile development, backend development and all that, so I'd say I'm not really a one-domain kind of person either. I've thought about trying to get into node.js again, but _javascript_
Re: how cryptography works and exampple in python?
2 gives you a very simplistic explanation. The most common example is something like this: Two people want to exchange information, but they have to meet in a public place. Therefore, their conversation might be overheard and they don't wan
Re: A very interesting thing that happens to me
@20, its not wasting our time, at least it isn't for me. I actually find it quite odd.
URL: https://forum.audiogames.net/post/613140/#p613140
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Re: A very interesting thing that happens to me
@18, that makes absolutely no sense though. If I wget NVDA from the official website, its not flagged. How is this program any different from wget'ing or curl'ing the same file? This program is no different to wget && unzip nvda.exe && .\nvda
Re: A very interesting thing that happens to me
@18, that makes absolutely no sense though. If I wget NVDA from the official website, its not flagged. How is this program any different from wget'ing or curl'ing the same file? This program is no different to wget && unzip nvda.exe && .\nvda
Re: A very interesting thing that happens to me
@18, that makes absolutely no sense though. If I wget NVDA from the official website, its not flagged. How is this program any different from wget'ing or curl'ing the same file? This program is no different to wget && unzip nvda.exe && .\nvda
Re: A very interesting thing that happens to me
@18, that makes absolutely no sense though. If I wget NVDA from the official website, its not flagged. How is this program any different from wget'ing or curl'ing the same file?
URL: https://forum.audiogames.net/post/613128/#p613128
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Re: A very interesting thing that happens to me
@16, he's posted the code. None of his code sends any of those messages or calls SetWindowsHook/SetWindowsHookEx. I'm not sure what code your reading but its not the code in this topic. If he called SetWindowsHookEx I would've asked about that
Re: A very interesting thing that happens to me
@16, he's posted the code. None of his code sends any of those messages or calls SetWindowsHook/SetWindowsHookEx. I'm not sure what code your reading but its not the code in this topic. If he called SetWindowsHookEx I would've asked about that
Re: A very interesting thing that happens to me
@16, he's posted the code. None of his code sends any of those messages or calls SetWindowsHook/SetWindowsHookEx. I'm not sure what code your reading but its not the code in this topic. If he called SetWindowsHookEx I would've asked about that
Re: A very interesting thing that happens to me
@13, I considered that but as I noted in my post I rejected that theory because the security of a protocol (either HTTP or others) isn't considered by the majority of AV software (it would most likely be considered by the .NET framework itself
Re: A very interesting thing that happens to me
@13, I considered that but as I noted in my post I rejected that theory because the security of a protocol (either HTTP or others) isn't considered by the majority of AV software (it would most likely be considered by the .NET framework itself
Re: A very interesting thing that happens to me
@13, I considered that but as I noted in my post I rejected that theory because the security of a protocol (either HTTP or others) isn't considered by the majority of AV software (it would most likely be considered by the .NET framework itself
Re: A very interesting thing that happens to me
@13, I considered that but as I noted in my post I rejected that theory because the security of a protocol (either HTTP or others) isn't considered by the majority of AV software. I have NVDA remote and Malwarebytes has yet to remove NVDA from
Re: A very interesting thing that happens to me
Okay, so I updated my ClamAV database and ran the following command:clamscan --verbose --archive-verbose --bell --allmatch=yes --bytecode=yes --bytecode-unsigned=yes --detect-pua=yes --detect-structured=yes --structured-ssn-format=2 --structur
Re: A very interesting thing that happens to me
Okay, so I updated my ClamAV database and ran the following command:clamscan --verbose --archive-verbose --bell --allmatch=yes --bytecode=yes --bytecode-unsigned=yes --detect-pua=yes --detect-structured=yes --structured-ssn-format=2 --structur
Re: A very interesting thing that happens to me
@4, I disagree. This technique (downloading files, extracting them, and running processes) is not so different from how autoupdaters work. An autoupdater needs only to download an executable binary and run it via an invocation method like the
Re: A very interesting thing that happens to me
@4, I disagree. This technique (downloading files, extracting them, and running processes) is not so different from how autoupdaters work. An autoupdater needs only to download an executable binary and run it via an invocation method like the
Re: A very interesting thing that happens to me
@4, I disagree. This technique (downloading files, extracting them, and running processes) is not so different from how autoupdaters work. An autoupdater needs only to download an executable binary and run it via an invocation method like the
Re: A very interesting thing that happens to me
What exactly does your code do to run NVDA in the extracted form?
URL: https://forum.audiogames.net/post/612834/#p612834
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Re: I want to create 3D game. What language to use?
@jonikster, you've at least improved... A little.Now... Python isn't buggy -- and there's not a problem with detecting errors at runtime. Hell, even MOO does it, and you don't see anyone complaining about that. We've had dynamic typing and
Re: The Synthizer Thread
@366, ah, I understand now. Thanks for that clarification.
URL: https://forum.audiogames.net/post/611689/#p611689
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Re: The Synthizer Thread
I might've asked some of these questions before, sorry if I have. But I've noticed a couple things:1. You implement a custom bitset class. What's the rationale for this when C++ already has a bitset class in ?2. You use const std::string references. How is this bett
Re: I want to create 3D game. What language to use?
This is just not a good question to ask. I don't know why people continue to ask it. I think in beginner programmer courses and books we should hammer it home to never ask questions like this because your only going to get opinions and fla
Re: A few question about C.
@28, yeah, but that's not really privacy -- that's more like security through obscurity. The compiler isn't enforcing that. But I know what you mean and that's a pretty common approach.
URL: https://forum.audiogames.net/post/611339/#p611339
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Re: A few question about C.
@26, I... Guess that's an apt metaphor? Though I'd say passing pointers is giving everyone the address and key to your home instead of just giving people the address. C has no concept of privacy, after all.
URL: https://forum.audiogames.net/post/611255/#p611255
Re: A few question about C.
@24, none of the bugs I talked about were hypothetical though. They're bound to happen if that code is actually used in practice, which is why I recommended strtol over that hack. I don't know if its stack alignment; I'd need to disassemble the code to see what t
Re: A few question about C.
Yeah, 22 is right. The only reason that code works is because your string is 9 bytes long so adding 6 is still within the programs memory space, and its of type char (1 byte) and not any larger type. But it will crash horribly if your string is smaller than 6 byt
Re: A few question about C.
Yeah, 22 is right. The only reason that code works is because your string is 9 bytes long so adding 6 is still within the programs memory space, and its of type char (1 byte) and not any larger type. But it will crash horribly if your string is smaller than 6 byt
Re: A few question about C.
@18, first, pointers are indeed passed around like that to prevent you from passing data by-value, which prevents unnecessary copies of data. A pointer will always be the same no matter where you send it so long as its not modified.Second, no. What your doing wit
Re: A few question about C.
@18, first, pointers are indeed passed around like that to prevent you from passing data by-value, which prevents unnecessary copies of data. A pointer will always be the same no matter where you send it so long as its not modified.Second, no. What your doing wit
Re: A few question about C.
@18, first, pointers are indeed passed around like that to prevent you from passing data by-value, which prevents unnecessary copies of data. A pointer will always be the same no matter where you send it so long as its not modified.Second, no. What your doing wit
Re: A few question about C.
@18, first, pointers are indeed passed around like that to prevent you from passing data by-value, which prevents unnecessary copies of data. A pointer will always be the same no matter where you send it so long as its not modified.Second, no. What your doing wit
Re: An idea I have: Android TTS to Windows bridge, and a problem with myse
@16, this isn't actually necessarily correct. Well, it is, for the most part. Android does provide the NDK if you do want to write your apps/libs in C, but I have no idea how much that library provides. It may only p
Re: An idea I have: Android TTS to Windows bridge, and a problem with myse
@16, this isn't actually necessarily correct. Well, it is, for the most part. Android does provide the NDK if you do want to write your apps/libs in C, but I have no idea how much that library provides. It may only p
Re: Framework, my new set of tools for audiogame creation in python3
amerikranian is right; you should never reuse an IV/Nonce. There's a particular cryptographic algorithm that builds on top of AES called AES-SIV (and there's a GCM mode based on it called AES-GCM-SIV) that offers some prot
Re: Framework, my new set of tools for audiogame creation in python3
amerikranian is right; you should never reuse an IV/Nonce. There's a particular cryptographic algorithm that builds on top of AES called AES-SIV (and there's a GCM mode based on it called AES-GCM-SIV) that offers some prot
Re: Python and audiogame
You can always write your own engine for your particular game as well. If you come back later and believe that none of the engines suit your particular needs, writing the engine and using tools like pygame and cytolk themselves is a really good way of learning how a
Re: Am I too stupid for programming?
Mathematics is a good companion to programming because you then have the concepts down in terms of how they work in a mathematical context. I.e.: You know what a variable is and what constants are. You know how conditional statements are expressed (if x
Re: Confusion with low-level audio libraries
@4, yeah, I've heard of that.
URL: https://forum.audiogames.net/post/609459/#p609459
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Re: Confusion with low-level audio libraries
@2, wow, a lot to digest there. Autovectorization for me has always been difficult to get right; it seems like you have to write your code in a particular way. And pulling in architecture intrinsics is a pain (I still haven't figured out how to a
Confusion with low-level audio libraries
So I'm looking at audio libraries like Miniaudio or CPAL. I've always used others like FMOD/BASS because they abstract these details away from me, and so I've never really had to worry about it. However, I've always been curious how this works. In CP
Confusion with low-level audio libraries
So I'm looking at audio libraries like Miniaudio or CPAL. I've always used others like FMOD/BASS because they abstract these details away from me, and so I've never really had to worry about it. However, I've always been curious how this works. In CP
Re: Your Eclipse Experiences
Eclipse (and derivatives) have always been sluggish and difficult to use. It also has accessibility problems, e.g.: tree views not properly updating screen reader focus when navigating through nodes.
URL: https://forum.audiogames.net/post/608878/#p608878
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Re: Scripting language for audio game creation
First, you don't want a scripting language. That will be incredibly restricting. In some instances that's okay, but in the majority its not. Python, Go, C++, C... All of these languages (and then some) can be used to accomplish your task. I wou
Re: domain plobblem
I'd also set up an record as well since IPv6 is becoming more commonplace and IPv4 is slowly being phased out.
URL: https://forum.audiogames.net/post/607357/#p607357
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Re: Working with SDL natively
Agree with 20. Though there's a few timers I know of that would work, none of them are directly accessible, and the overhead of priorities plus scheduler plus interrupts equals inaccuracies. The real time clock for example can tick at up to 122ns per tick, but
Re: Working with SDL natively
@17, oh, I understand now. Yeah, getting an accurate enough sleep is tricky especially when you throw in things like the scheduler and priorities.
URL: https://forum.audiogames.net/post/603675/#p603675
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Re: Working with SDL natively
@13, this isn't actually right. Normally, your right; timer delays can be excruciating when your trying to maintain a constant tickrate. But SDL_GetPerformanceCounter() calls QueryPerformanceCounter on windows, which, according to this article, uses the Time St
Re: Working with SDL natively
@13, this isn't actually right. Normally, your right; timer delays can be excruciating when your trying to maintain a constant tickrate. But SDL_GetPerformanceCounter() calls QueryPerformanceCounter on windows, which, according to this article, uses the Time St
Re: Working with SDL natively
@10, you need a game loop. There are various ways of doing this. For an audio game (since your not using graphics yet -- right?) you can use a constant FPS tickrate:TICKS_PER_SECOND = 60
SKIP_TICKS = int(1000 / TICKS_PER_SECOND)
next_game_tick = SDL_GetPerforma
Re: Python: Usage for Joysticks and External Controllers?
@15, oh, I didn't know that package even existed. Thanks for that tip!
URL: https://forum.audiogames.net/post/603550/#p603550
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Re: Working with SDL natively
Yep, agreed with 2 and 4. Graphics with SDL really isn't that hard; SDL pretty much only requires a few function calls and then you can either retrieve an OpenGL context or create a Vulkan one.
URL: https://forum.audiogames.net/post/603370/#p603370
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Re: Help decide what will be in Synthizer 1.0
Yes, they're just atomic loads and stores, from what I can gather. It should take less than 100 ns to load and store them, though you still should avoid it.
URL: https://forum.audiogames.net/post/603334/#p603334
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Re: How to compile C# scripts in Notepad ++? It's possible?
@9, yes, the VS dev prompt. That is there for the express purpose of configuring a command-line development environment for you. Don't reinvent the wheel.
URL: https://forum.audiogames.net/post/603102/#p603102
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Re: Python: Usage for Joysticks and External Controllers?
Agreed with 12. Use PySDL2. (Note: I've had trouble using PySDL2 on Windows. In particular, I had to modify the source code to get it to find sdl2.dll... Its search path is kinda weird, though I don't remember it off the top of my he
Re: Python: Usage for Joysticks and External Controllers?
Agreed with 12. Use PySDL2. (Note: I've had trouble using PySDL2 on Windows. In particular, I had to modify the source code to get it to find sdl2.dll... Its search path is kinda weird, though I don't remember it off the top of my he
Re: Python: Usage for Joysticks and External Controllers?
Agreed with 12. Use PySDL. (Note: I've had trouble using PySDL on Windows. In particular, I had to modify the source code to get it to find sdl2.dll... Its search path is kinda weird, though I don't remember it off the top of my head
Re: Python: Usage for Joysticks and External Controllers?
SDL2's joystick support is wonderful. It needs a set of joystick button mappings to function, though. Such a mapping database is available here. To load it, use SDL_GameControllerAddMapping, SDL_GameControllerAddMappingsFromFile or S
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