DeadZones: Part Six

We’re now making the most of the useful range of inputs from the controller, cutting off the noisey extremities of input. At this point, I feel like we’re at the “good enough” point for most games which need analogue input. Depending on the design, you might want to go a step further to improve the feel, though.

Currently we have a deflection magnitude vs. output magnitude which looks like this (in red. Old, scribbled out offensive crap in black):

The deadzone defines the beginning of “zero” output, and the gradient increases such that max deflection is max output.

Continue reading

About

 

This is a blog about Kinaesthetics.

What’s Kinaesthetics? Wikipedia links this question to Proprioception (more or less a human’s true “Sixth Sense” – their sense of presence in space), but for the sake of this blog, Kinaesthetics are the “feel” of being in a videogame – virtual proprioception, symbiosis of man and machine, the texture, colour, and flavour of the interaction. Continue reading