Hello everyone. Got stuck with an idea for some time, and couldn’t find a solution for it for some reasons.
Idea : what about using the gyroscope and accelerometer sensor from some controllers (DS5, DS4, Steam controller, Switch controller, etc) as inputs for rotational movements ?
Example : 1 axis of rotation (pitch)
- set a default angle comfortable for player (20 degrees)
- set a ± (P from pitch) angle where the input will work as an analog input
- if you rotate the controller on pitch axis over that angle you will have a maximum digital input (is like having the pitch up bind to a keyboard button)
- a button to toggle the sensor will be needed (in some cases like DS5 could be a touch, or some combination of buttons, maybe voice comand ?_?,etc )
- free some buttons for controller user
- 1 stick button will be use for 2 translation movement and 1 axis from the other stick will be used for the remaining translation. All 6 axis of movement available on a controller with analog input style for a better control of the ship.
- make use of these sensor (it is underused)
Possible problems :
- interference with Steam API (or other software like ReWASD, etc)
- It need DirectInput style, and maybe a cable will be necessary (don’t know if it will be possible to send all the information via Bluetooth)
- others that I didn’t think of yet
Well, for some time I’ve just tried to make use of the gyro in this way, but couldn’t found a good solution for the implementation presented above. Or some rotation axis couldn’t be analog, or some interference because the game doesn’t support mixed inputs (controller and mouse - etc), or the options aren’t detailed enough to make this possible.
For some references you could take a look at how Steam, ReWASD, JoysShockMapper (for FPS games mostly) made those implementations. Tried all of them, couldn’t find a combination that make all the inputs analog.
Have a great day/night/rotation around the big Hydrogen ball, and stay safe.