Re: mouse smoothing

James Robertson <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Ah yes, sorry.  I meant DirectInput et al.


Emil Persson wrote:
> 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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