- I've never written a proper driver before, and would probably botch it.
- Microsoft went after the last guy who tried to release a driver with their lawyers. that's a fight I don't want to pick.
- Microsoft has already promised support sometime this year. I don't understand why it's taking so long, but I'm happy to let them support their own hardware.
cough Sorry, just had to get that out of my system.
Starting today, the Google Cast Software Development Kit (SDK) is available for developers who want to build Chromecast support into their apps and websites.
For the non-developers, that means even more of your favorite movies, TV shows and music will become available on Chromecast over time. Just be on the lookout for the cast button in your favorite apps and websites, and stay up to date about apps that work with Chromecast at chromecast.com/apps.
Let's be honest, it's embarrassing enough watching adults flapping around like fish while using a Kinect. VR headsets take that up a notch or two :-D
The right trackpad was controlled mouse movement like you would expect a trackpad to. Right trigger was mouse click. Mousing with your thumb is interesting. Felt more awkward than using a normal mouse but miles better than trying to use a joystick for cursor movement.
Controls were what you would expect from a Xbox/Playstation gamepad, with the touchpads acting as the joysticks. Primary difference was that the paddle buttons on the bottom jumped, which felt really nice and natural. Left touchpad felt twitchy to me because you move simply by touching a quadrant, not pressing. This meant I made a bunch of unintentional moves simply because my finger was resting on the pad like it would a stick. I think I would prefer actually requiring the touchpad be pressed to trigger movement. Didn't actually have a way to try that, though.
The right touchpad, though, was a totally different story. Rather than strictly emulating a stick it actually mapped to mouse movement. This meant that simply resting your thumb anywhere on the pad didn't trigger movement, you had to swipe. This felt very natural and precise, and I was super happy to note that you could flick your finger across the pad and it would spin the view around fast (180 deg+) with some momentum. This is unquestionably a superior way to handle first-person view orientation over a joystick, IMO.
Left touchpad controlled the movement again, with the same "touch to move" configuration. Again, I think I would have preferred explicit presses, and the touch model kept triggering from random thumb brushes. Luckily the Dpad could also be used, and I think that I would end up playing most games like this with those buttons instead simply due to the better tactile response.
The controller, in all it's 3D printed glory, felt very nice to hold and use. Even at this early stage it felt like a high-quality piece of hardware. I hope they don't lose that feel as they ramp up production.
I'm super glad that Valve chose to go with the two button diamonds rather than their previous design. I can't see games like Towerfall working with the old layout.
The touchpads had an interesting vibration that triggered in response to your finger movement. This game the pad and interesting sense of "texture". I don't know that it helped or hurt the experience, but it was certainly interesting. The Valve rep pointed out that games can control the vibration in whatever way suits them best, just like the vibration in current console controllers.
And finally, the mappings I described above were just the ones that Valve chose for the demo stations. You'll be able to customize them to whatever you're comfortable with.
I see a lot of potential here, though I don't think this will replace the standard console pad anytime soon. I actually feel like if I could replace the left pad with a joystick, though, it would be the perfect FPS controller. It will be very interesting to see what kind of bindings the gaming community standardizes for this controller.
To give web developers the tools they need to create high quality touch-driven interactions, we are retooling Blink's core rendering engine to run smoothly at 60 Hz. Specifically:
1) We are switching the style and layout subsystems to be driven by animation frames instead of by arbitrary timers, reducing synchronization issues between these subsystems and the compositor.
2) We are making the rendering engine's state machine explicit to be more disciplined about what information can be read in which state, removing the need to continually recompute compositing state
3) We are minimizing the amount of retained state that's invalidated inside the engine in response to DOM mutations, reducing the total amount of work the engine need to perform in order to compute the next animation frame.
- Software Engineer, 2012 - present
- Motorola MobilityLead Software Engineer, 2011 - 2012
- FATPOTSoftware Engineer, 2005 - 2011
- University of Utah
- Cyprus High School
The Humble Indie Bundle #4 (pay what you want and help charity)
Pay what you want for a collection of awesome games, and help support two charities. All of the games are DRM-free and support Mac, Windows,
The Wise Man's Fear: The Kingkiller Chronicle: Day Two
“There are three things all wise men fear: the sea in storm, a night with no moon, and the anger of a gentle man.” My name is Kvothe. You ma
The Name of the Wind: The Kingkiller Chronicle: Day One
The riveting first-person narrative of a young man who grows to be the most notorious magician his world has ever seen. From his childhood i
Lilli Thompson: Best Practices for Web GL Buffers and Typed Arrays
Globe+ | a Chrome experiment project based on WebGL Globe
The Globe+ project is a delighted interface based on HTML5 technologies which allow the user to add his own position on the Globe and view a