this post was submitted on 14 May 2024
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Gamedev

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I tried to roll my own alternative, but it's a way bigger undertaking than I initially thought.

I have a quite decent audio system for Windows/Linux (MacOSX missing due to lack of hardware), so I can just skip that, if it relies on "variable size" buffers or its only audio capability being "function that plays WAV/MP3 directly". DLL/SO preferred. I don't need duplicates of things that are already in any standard library.

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[–] [email protected] 1 points 3 months ago (1 children)

Do you need to write your own engine?

If not, check out Godot Engine.

[–] [email protected] 1 points 3 months ago (1 children)

I'm writing my own engine, I want to cut time on porting stuff to different systems.

[–] [email protected] 1 points 3 months ago

Well, you could use something like Godot for the same reason. Depends on how much work you want to do or if you need something it doesn’t provide.

[–] [email protected] 1 points 3 months ago (1 children)
[–] [email protected] 2 points 3 months ago

Tried it, looked promising, then I took a look at the input handling...

It would be fine for smaller projects, but not ideal for mine.

[–] [email protected] 1 points 3 months ago (1 children)

Well, it seems I might have to resort to "plagiarism" instead...

APIs handling these stuff are barely documented due to "you can just use xy middleware to do that easier" (only for xy middleware still using DirectInput 8 among many other problems), or the OG documentation being completely barren and obvious issues often not being documented anywhere.

[–] [email protected] 1 points 3 months ago

Poked around in my code, it seems the issue was on my own end, as I accidentally used the wrong variable for the handles.🤦‍♂️

Now it's time to look up docs on Xorg Xinput (different from Microsoft's own thing, which I only use as a fallback).