Comments (7)
Nice! I'll let you know when we get gamepad support in
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What's the situation like when it comes to gamepad support in the Rust ecosystem?
I know Linux basically provides an interface to pretty much a lot of controllers and gamepads, will you be making direct calls to those interfaces or looking for a more abstracted/convenient wrapper?
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I have no idea honestly. I think Bevy has gamepad support built-in, but I haven't looked into it yet.
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Interesting, is it cross-platform?
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It is. I have done builds to both Linux and Windows, and one should in theory be able to build to WebAssembly and mobile (don't quote me on that, but I think it has Android support at least) as well.
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Wonderful, I'm a controller guy myself.
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Interesting, is it cross-platform?
Yeah, Bevy uses gilrs
under the hood, From its README:
Supported features
Input Hotplugging Force feedback Linux ✓ ✓ ✓ Windows (XInput) ✓ ✓ ✓ OS X ✓ ✓ ✕ Wasm ✓ ✓ n/a Android ✕ ✕ ✕
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Related Issues (19)
- Only systems should use `Res`, `ResMut`, and other `SystemParam`
- Spawn functions clunkiness HOT 2
- Prevent traversability issues for `corridors` map type
- Add map configuration documentation
- Add default values for map types
- Move map generators to separate executables HOT 1
- Add horizontal corridor mode to `corridors`' generation
- Let map types be serialized directly
- Pressing multiple direction keys ignores valid inputs
- Use .wav audio directly instead of converting to .mp3 HOT 3
- Add ability to create custom input schemes
- Add build instructions HOT 1
- Decouple maps from config file
- Building with release flag hangs on MacOS 10.15.6 HOT 3
- Allow audio variations
- Migrate to Bevy 0.6 HOT 1
- Remove materials
- Split code into seperate files
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