steam-devices
score
steam-devices | score | |
---|---|---|
24 | 99 | |
132 | 1,428 | |
3.8% | 0.9% | |
0.9 | 9.6 | |
3 months ago | about 18 hours ago | |
C++ | ||
MIT License | GNU General Public License v3.0 or later |
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.
steam-devices
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What is the point of Steam Linux runtime if in a clean opensuse install XCOM2, Dota Underlords or Artifact for example the game not work even using that
if you mean this ( https://github.com/ValveSoftware/steam-devices/blob/master/60-steam-input.rules ) in /etc/udev/rules.d , yes i did
- Silverblue and Gaming!
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how to give a app (like Steam) access to /dev/hidraw* devices?
Create an udev rule for the device, you can copy the rule for your device from here.
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Proton Controller Support or just Spelunky?
I am attempting to play Spelunky with a controller but I am not having any luck. Spelunky has a platinum rating on protondb and runs as expected. I am in a flatpak and I did install the udev rules from valve if any of that makes a difference. My controller works fine in native games.
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How has your experience with Silverblue/Kinoite been?
I solved the problem by copying the 60-steam-input.rules file to the folder: /etc/udev/rules.d
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how to install controller drivers / steam-devices package?
this is their Github: https://github.com/ValveSoftware/steam-devices
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Writing udev rule for nintendo switch pro controller
steam maintains udev rules for controllers that might help: https://github.com/ValveSoftware/steam-devices/blob/master/60-steam-input.rules
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PS4 Fightstick not recognized by Fedora/Steam
Here is my open PR for the hori alpha for reference: https://github.com/ValveSoftware/steam-devices/pull/42/files
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Anyone tried gaming/development on silverblue?
To use a controller with the Steam flatpak, you need to layer the steam-devices package from RPM Fusion, or download the udev rules from upstream and install them to /etc/udev/rules.d/ (which is what I did).
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An X11 Apologist Tries Wayland
> The effort you need to go through to actually use these depends on how your distribution handles the file permissions of /dev/uinput. Some of them have it as root:input, in which case you just need to usermod -a -G input and then relog to get it working. Others have it as root:root so you either need to go do some reconfigurations to change its permissions or live with running the software using it as root.
There's a trick to that. The TL;DR is "install the steam-devices package or similar" (https://github.com/ValveSoftware/steam-devices/), which adds the following udev rule (and others, but this is the relevant one):
# Steam Controller udev write access
score
- Learn How to Build Your Own Max for Live Devices
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Qt Widgets Rendering Pipeline
https://ossia.io uses widgets and qgraphicsscene for the main UI rendering and Qt rhi for the GPU pipeline, and it's performing well enough for our use-cases - I was working on it on a 1080p screen on a Pi4 recently and it certainly felt much much faster and responsive than chrome on the same hardware.
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Is it possible to do runtime compilation and execution of C code?
I use it for live c++ recompilation in https://ossia.io - all the code is in there. https://github.com/ossia/score/tree/master/src/plugins/score-plugin-jit/JitCpp
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Show HN: New visual language for teaching kids to code
> I feel like visual programming gets a bad rap because of things like this. As an electronic engineer that used to love LabView and life long user of NI Reaktor and Max/MSP, those tools are fantastic if you don’t approach them with an imperative programming mindset.
aha, in the long run I ended up making https://ossia.io which is as VPL as it can get. Yet it still embeds a LOT of textual languages.
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CLion Nova Explodes onto the C and C++ Development Scene
For me both VSCode and CLion lag heavily.. whenver I tried CLion it was completely unuseable on my project https://ossia.io which is only 500kloc (and I try to try it pretty much once a year since it was in beta)
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Visual Node Graph with ImGui
https://ossia.io does some of it, I've been working on a new release that also supports the whole QtQuick stack in the node graph items but you can already combine videos & shader effects
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Speed Up C++ Compilation
In https://ossia.io with PCH, using clang, ninja, mold, and some artificial split in shared libraries for development builds, I get a compile-edit-run cycle of a couple seconds in general... I wouldn't say it's too much of a problem if you use the tools already available
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Looking for open source projects to contribute to
If you're interested in multimedia https://ossia.io is always looking for new contributors!
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New To Lighting Design, Looking for guidance
Tools like Ossia Score, Chataigne and PureData (pd) can also help a ton in building interactive art and triggering other A/V software.
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Audio Reactive MIDI
here's a simple example of how to do it in https://ossia.io score : https://streamable.com/wkklek
What are some alternatives?
com.valvesoftware.Steam
seq66 - Seq66: Seq24-based live MIDI looper/editor. v. 0.99.12 2024-01-13. NSM support; Linux/Windows/FreeBSD; PDF user manual. Help access to tutorial and PDF. Beta code in portfix branch.
Simple-ArchLinux-Install-Guide - Archlinux manual and automated simple installation UEFI with GRUB,GUI,NVIDIA,AMD,User Space with all popular Desktop Environments.
BespokeSynth - Software modular synth
game-devices-udev
atemOSC - Control ATEM video switchers over the network with OSC messages
bluez - Main BlueZ tree
BespokeSynth - Software modular synth [Moved to: https://github.com/BespokeSynth/BespokeSynth]
protonup - Install and Update Proton-GE
scheme-for-max - Max/MSP external for scripting and live coding Max with s7 Scheme Lisp
steam-for-linux - Issue tracking for the Steam for Linux beta client
vgmtrans - VGMTrans - a tool to convert proprietary, sequenced videogame music to industry-standard formats