DS4Windows
SDL
DS4Windows | SDL | |
---|---|---|
15 | 195 | |
429 | 8,263 | |
2.1% | 3.1% | |
8.8 | 10.0 | |
7 days ago | 4 days ago | |
C# | C | |
MIT License | zlib License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
DS4Windows
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yuzu - Progress Report August 2022
And there was also a fork available in the last year while the original dev was on a hiatus.
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Controller Rumble not working on DS4
Personally I use CircumSpector's DS4Windows. It has restored rumble and lightbar passthru on my end. The lightbar passthru is kinda buggy but it kinda works.
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VR quality gyro aim with NO software, NO cameras, just plug and play with one wireless dongle. Tested reliable for more than a year with NO drift.
Thankfully, Jibb already redirects the newer fork if you look at the Release page or literally the first Paragraph of README.md. So unlike DS4Windows (which took 6-7+ years to tell folks to move over to Ryochan4 fork...which said fork been discontinued and someone else took over. Welcome to FOSS. 😋), it should be easy enough to head over to Electronicks fork.
- Dualsense Wireless Microphone &/+ Headphone support?
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PC players can now update their DualSense wireless controller with the latest firmware from Windows 11 and select Windows 10 devices, without connecting to a PS5.
Final note: DS4Windows hasn't been updated since August 2021. Another group forked it and they're rewriting a lot of it. There is no release yet and no release date planned.
- DS4Windows IS dead ?
- For those on PC. Best way to use controller on pc?
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Ask HN: Who Wants to Collaborate?
A couple of FOSS enthusiasts and myself have taken over the decade old game controller remapping tool DS4Windows (https://github.com/CircumSpector/DS4Windows) with the goal to rewrite major parts using latest dotnet patterns and technologies. There's still months worth of work left but despite being an ambitious task, it's quite doable and fun figuring out your way around someone else's massive code base. Join us if you like!
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Dualsense in-app battery indicator
The DS4Windows project is not dead. There is a new team working on it called CircumSpector, but it may take a while for a update to be released since they are focusing on "modernizing" the code so it's easier to maintain it in the future. There are lots of changes going on under the hood, but "user visible" changes for now.
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Will the Rumble get fixed anytime soon when using DS4 emulation?
This is not exactly true. Check CircumSpector's DS4Windows.
SDL
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12to11 – run Wayland applications on an X server
Wayland works well on the Steam Deck because Valve controls the whole system. Because they have their own Wayland compositor (Gamescope), they're able to implement protocols to work around issues in Wayland without being delayed by the bureaucratic process of getting them approved. Here's an SDL pull request where a graphics developer at Valve discusses how two protocols necessary for good GPU performance haven't been added to Wayland yet so Valve added equivalent protocols to Gamescope as a workaround: https://github.com/libsdl-org/SDL/pull/9345
One thing to note is that the Steam Deck only uses Wayland for its fullscreen gaming mode. When you exit to its desktop mode (meant for running non-Steam software), it switches to X11.
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C-Macs – a pure C macOS application
The linked project doesn't use any ObjC files at all. SDL2 has a bunch of Cocoa files[1] so you did use Cocoa even if unknowingly.
[1] https://github.com/libsdl-org/SDL/tree/main/src/video/cocoa
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Revert "video: Prefer Wayland over X11 (take 2)"
Correct. It's explained here:
https://github.com/libsdl-org/SDL/pull/9345#issuecomment-201...
XWayland has special hooks into the compositors that normal wayland clients don't get.
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Semantic Patching in C with Coccinelle
Found about this through the release of SDL 3: https://github.com/libsdl-org/SDL/blob/main/build-scripts/SD...
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reflect-cpp - Now with compile time extraction of field names from structs and enums using C++-20.
https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_events.h
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BBC Basic returns on multiple platforms, open sourced
If that app ran in a 640x480 mode, memory accesses would be just as fast as the VGA applications 25 years ago, correct?
I think there's a lot more going on than that. Here's SDL's current pixel access code:
https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_su...
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Games! How they write code for SDL (+ interview with the creator)
We use the code examples throughout the article. The ellipsis characters "...." in the code were added by the author of the article. You can find the source files on the official GitHub of libsdl. In addition, each fragment has a reference to a specific area in the code. By the time this article is published, many errors will have already been fixed thanks to the issues we opened (for example, here and there). However, the links in the examples point exactly to the code you see in this article. Not only do we enjoy teasing developers but we also like making their projects a little bit better!
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Regarding including external libraries and prefix folders.
FetchContent_Declare(SDL2 GIT_REPOSITORY https://github.com/libsdl-org/SDL.git GIT_TAG release-2.28.3 ) FetchContent_MakeAvailable(SDL2)
- SDL3 Filesystem API RFC
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Chip8 emulator
It's not that difficult, I recently started learning to use graphics APIs myself. OpenGL is for linux, etc., directx for windows and vulkan for all platforms. I read through a bunch of forums yesterday and decided to go for vulkan (here is a link to the sdk) for my next small projects because it can run on all platforms. I would recommend to watch a basic tutorial series (like this one) for the graphics api itself to get an understanding of whats going on. And on top of that I use SDL2 for eventhandling and ImGui for the graphical user interface. Here is a link to a guide for setting up vulkan on your platform in case you would go for it.
What are some alternatives?
DS4Windows - Like those other ds4tools, but sexier
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
JoyShockMapper - A tool for PC gamers to play games with DualShock 4s, JoyCons, and Pro Controllers. Gyro aiming, flick stick.
raylib - A simple and easy-to-use library to enjoy videogames programming
GlosSI - Tool for using Steam-Input controller rebinding at a system level alongside a global overlay
Godot - Godot Engine – Multi-platform 2D and 3D game engine
HidHide - Gaming Input Peripherals Device Firewall for Windows.
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
relevant_xkcd - A reccomender engine for relavent xkcd comics
ScpToolkit - Windows Driver and XInput Wrapper for Sony DualShock 3/4 Controllers
DualSenseSupport - Preliminar DualSense