Re: mouse smoothing

"Emil Persson" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <000001ca356e$fb8320f0$f28962d0$@se>
Actually, Raw Input is what Microsoft recommends for games (except for
controlling a cursor). I don't know if you confuse Raw Input with some
legacy API, but this is the relatively new API (since Windows XP) for
obtaining high resolution input. It's supposed to replace semi-deprecated
APIs such as DirectInput that are now implemented through Raw Input anyway.

-Emil


-----Original Message-----
From: James Robertson [mailto:[email protected]] 
Sent: 14 September 2009 09:03
To: Game Development Algorithms
Subject: Re: [Algorithms] mouse smoothing

Err, you really shouldn't be using raw input any more.  You should be 
obtaining mouse data through the Windows messages sent to your 
application/window.  More importantly you shouldn't attempt to by pass 
any acceleration that Windows provides per the users settings.  (There's 
nothing worse than trying to play a game with a mouse cursor that crawls 
across the screen like a snail with a broken leg.)


Tibor Klajnscek wrote:
> I haven't seen anyone mention this, but if you're using raw input 
> (which is most likely the case), you're bypassing all windows' 
> sensitivity and acceleration functions already.
>
> Cheers,
> Tibor
>
> On 13.9.2009 8:31, Jeff Russell wrote:
>> This thread has been totally worth it, just for adding "delta mickey" 
>> to my vocabulary. Bypassing windows mouse acceleration curves might 
>> be of interest to developers, actually, I had forgotten about that.
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