The Gyro Revolution — posted by JibbSmartJibbSmart on 15 Nov 2019 07:48

Welcome to the Gyro Revolution. Here I hope to summarise all the various projects connected to GyroWiki, their current status, and how they're working together to change how we play games for the better.

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JoyShockMapper 1.3 Released — posted by JibbSmartJibbSmart on 08 Nov 2019 17:04

JoyShockMapper 1.3 has been released!

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JoyShockMapper 1.2 Released — posted by JibbSmartJibbSmart on 15 Oct 2019 01:11

JoyShockMapper 1.2 has been released!

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Why Not Just Use Thumbsticks? — posted by JibbSmartJibbSmart on 16 Sep 2019 13:21

Thumbsticks are widely used in modern console games. Sometimes games use thumbsticks when they really are the most practical option available on a standard modern controller: movement in any direction and steering a vehicle seem to me to be obvious examples.

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Good Gyro Controls Part 2: The Flick Stick — posted by JibbSmartJibbSmart on 02 Jun 2019 14:20

Let's look at what we can do with the right stick in 3D games now that precise aiming is handled by the gyro (as described in Part 1). I propose that in 3D games we start using the flick stick. Flick stick maps the angle of one of the thumbsticks (in the following examples, the right stick) to the same angle turn in-game. This gives the player far more direct and immediate control over their bearing than traditional stick controls. In fact, with flick stick, I believe a controller is now better than a mouse for big turns, at least for the average player:

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Good Gyro Controls Part 1: The Gyro is a Mouse — posted by JibbSmartJibbSmart on 23 May 2019 14:54

The gyro is often used in games as a tool for figuring out real world orientation — rotating 3D objects, interacting with a 3D world in VR or AR, or detecting player gestures. This is not a guide for those kinds of gyro controls. There is plenty of learning material available online, because these are the kinds of things the gyro is already commonly used for. But the gyro is severely underutilised as a mouse.

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Tight and Smooth: Soft Tiered Smoothing — posted by JibbSmartJibbSmart on 22 May 2019 15:36

There are a variety of reasons one might smooth out player input. With JoyShockMapper, flick-stick and gyro are both inputs that may benefit from some smoothing:

  • Flick-stick, because the DualShock 4's analog stick input is too low-resolution for players to be able to fine-tune the angle they're facing. While flick-stick isn't widely used in games yet, this is equally true of top-down twin-stick shooters, where the coarseness of the stick input is amplified when trying to aim at targets far away from the player.
  • Gyro, because players have shaky hands. The gyro signal is a little noisy, but the noise is almost nothing compared to the shakiness of the player's hands. If you deal with player hand shakiness, you've dealt with the noise as well.

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How to Use JoyShockMapper — posted by JibbSmartJibbSmart on 09 Mar 2019 08:59

JoyShockMapper (JSM) converts input from PlayStation 4 controllers (DualShock 4) and Switch controllers (JoyCons and Pro Controller) to keyboard and mouse inputs. If you prefer playing games with a controller, but the games you want to play don't have all the configuration options you want, this may help. If you want to explore flick stick and gyro as a mouse, JSM provides everything you need for the most intuitive and precise aiming and cursor control possible with a modern console controller.

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Welcome to GyroWiki! — posted by JibbSmartJibbSmart on 08 Mar 2019 10:58

Welcome to GyroWiki! I'm Jibb Smart, and I just want to touch on my various motivations for creating JoyShockLibrary, JoyShockMapper, and GyroWiki. These have all been made to support each other in one main purpose: to encourage adoption of great gyro controls by both game developers and players.

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