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Posts Tagged ‘direct input’

RInput 1.31 sequential edition released

April 19th, 2009

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Just did an update on RInput as some sequential (single threaded) games were suffering from performance issues in combination with Rinput. Because the win32 dynamic library system depends on the process affinity it would’ve been quite dirty to set the process affinity inside the DLL. For anyone who was experiencing this issue, here is the single threaded version (with some minor performance improvements).

C/C++, Gaming, Programming and Scripting, win32 , , , , , , , ,

RInput v1.2 released

January 3rd, 2009

 

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RInput allows you to override low definition windows mouse input (accurate untill 400cpi) with high definition mouse input (raw input, which is more accurate for high cpi mice). This is certainly useful for games like Wolfenstein – Enemy Territory as the engine only supports low definition windows mouse input.

 

 

Advantages

  • Prevents negative acceleration.
  • More accurate.
  • Bypass windows mouse settings (1:1, Low Level).
  • Less overhead than Direct Input.

Read the included readme to find out how to use it!
note: you need winrar to extract the file package.

Download it here.

C/C++, Gaming, Programming and Scripting, win32 , , , , , , , ,