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#SFML

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I've crippled my left hand with an axe a month ago so I wasn't able to finalize support of or write any articles or do any unrelated gamedev whatsoever (don't even ask me on my gaming backlog!), but the hand is getting better now and now I have a working prototype of gamepad support on in !

Connection, identification, and button presses are working. Now to get analog inputs and disconnection code in place.

Oh great, two weeks of creating a cross-platform PC/Android C++ game creation kit only to find out at the end that the Joystick is not implement for Android in

Guess it is time to take a try at it.

Continued thread

Technical details:
- Open-source, powered by @sfmldev #sfml, Modern #cpp, and @ocornut's incredible #imgui library
- Graphics by my girlfriend Sonia (IG: sonia_misericordia)
- Music by my good friend Giuseppe (IG: peppe.vinci94)

Release trailer:
youtube.com/watch?v=Db_zp66OHI

Enjoy!

youtube.com- YouTubeEnjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

I have an extension library for and as I am migrating to SFML 3, I am very pleased with how much code I am deleting.

Although I don't fancy the chosen names, it is nice to be able to delete a plethora of math helpers for angles and vectors.

With one exception - I have to maintain my toUnit helper, because the SFML implementation chickens out when the source vector is zero 😂

I made a video last week (scheduled to release *next week*) looking at SFML 3.0rc release candidate vs. SFML 2, Allegro 5 vs. Allegro 4, and SDL 3 vs. SDL2. Just had to re-edit the video to mention the 3.0 launch and reupload. Still will be out next Saturday. ^_^;

I've been thinking about SFML3 so much since making this though and am so hyped to update my chalo-engine next year. :3

#Allegro#SDL#SFML