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Joined 2 years ago
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Cake day: July 3rd, 2023

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  • The original PS1 controller didn’t have joysticks, and when it did, the position sucked for larger hands. I have always preferred the XBox layout.

    Right. I meant the second PS1 controller, not the original one. The design changed over the years, but the general specs stayed as the baseline of controllers.

    The XBox layout with its six face buttons did not stick, and the XBox 360 conformed with Sony’s design of four face buttons and two triggers. Which makes more sense for shooters (since you have more buttons while keeping your thumb on the right thumbstick)


  • The entire industry has agreed on a de-facto standard for controllers, which is pretty much the PS1 controller:

    • Two clickable thumbsticks
    • Four face buttons
    • D-pad
    • Four triggers
    • Two menu buttons
    • The only thing the PS1 didn’t have (but games can’t use it, so maybe it doesn’t count?) - a button for showing the platform’s menu

    You can add things on top of that (trackpads, gyros, making some of these digital buttons analog), but if you don’t have that - your controller won’t work for games that expect these inputs to be available.

    If I had to put a date on when this became the established standard, I’d say 2005 or 2006 - the years when the XBox 360 and the PS3 were released, since both consoles had these capabilities (Nintendo kept doing its own thing, and only supported this standard starting with the Wii U). So when the Steam controller was released in 2015 - this standard was already established, controllers for PC made sure to support it - and even PC games stuck to it.

    This is why I think the Steam Controller failed - you had to map it. You couldn’t use it like you would a standard controller even if the game was made for standard controllers.









  • I like the description by a Finn who said: Rust is like a car with automatic, while in C (or Zig) you need to change the gears.

    I don’t think this metaphor is correct. The automatic gear’s analogy would be the Garbage Collector, which almost every mainstream language has. Rust’s memory management, in comparison, is still manual. Maybe not as manual as C or Zig - but I’d say about as manual as C++. The difference is not that it has some weird gear-changing (memory cleanup) scheme that does not require human intervention - it’s that it yells at you when you don’t do the regular gear changing (memory management) properly.