11 Repos
Systems for translating raw hardware inputs from gamepads and gestures into high-level game commands.
Distinct from User Input Capture: Existing candidates focus on data capture or modal text entry, not the translation of gamepad/gesture inputs into game actions.
Explore 11 awesome GitHub repositories matching user interface & experience · Game Input Mapping. Refine with filters or upvote what's useful.
Flame is a 2D game engine for Flutter and Dart. It provides a component-based game framework for managing entities and their lifecycles through a hierarchical architecture, alongside a dedicated system for game asset management and input handling. The engine distinguishes itself through a specialized integration layer for external physics engines to handle rigid body dynamics and collision detection. It also features a high-performance task model that uses isolates to offload heavy computations and prevent main thread blocking. The framework covers a broad range of capabilities including vis
Translates raw touch gestures and gamepad signals into high-level game commands and state changes.
Flame is a 2D game engine and framework for Flutter. It provides a component-based architecture to organize scene entities and manage their lifecycles through a structured hierarchy of game objects, coordinated by a consistent game loop. The engine includes a graphics library for rendering animated sprites, particle effects, and external textures. It features a 2D physics integration layer that supports rigid body dynamics and collision detection between entities. The framework covers additional capabilities for game engineering, including user input capture for gestures and gamepads, audio
Provides mechanisms to capture and translate gestures and gamepad inputs into in-game movements and commands.
This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic environments. It functions as a robotics simulation platform with native integration for ROS 2 to model robot controllers and sensors. The engine features a multi-threaded Forward+ physically based renderer that supports hardware-accelerated ray tracing and global illumination. The system is built on a modular extension architecture using Gems to add or replace features without modifying core binaries. It includes a native SDK for AWS cloud integration, enabling IAM authenticati
Maps raw player input from keyboards, mice, and controllers to specific game logic events.
This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the Godot Game Engine. It serves as an interactive tutorial and reference library, providing a working codebase to demonstrate how to apply engine features in real-world scenarios. The collection focuses on practical implementation guides, covering a wide array of technical capabilities from basic engine fundamentals to advanced rendering and scripting techniques. It allows users to study the application of node-based composition, asset pipelines, and game logic through direct ex
Interfaces with gamepads and joysticks to translate analog and digital hardware signals into game commands.
Amethyst ist eine datengesteuerte Game-Engine, die in Rust geschrieben wurde, um leistungsstarke 2D- und 3D-Spiele zu entwickeln. Sie basiert auf einer Entity-Component-System-Architektur, die den Spielzustand von der Logik entkoppelt, um parallele Verarbeitung und wiederverwendbaren Code zu ermöglichen. Das Framework bietet einen glTF-3D-Renderer für den Import von Szenen und Geometrien unter Verwendung physikalisch basierter Materialien. Es dient zudem als Multiplayer-Game-Framework und bietet Netzwerk-Transportabstraktionen sowie Zustandssynchronisation für Echtzeit-Online-Erlebnisse. Die Engine deckt ein breites Spektrum an Funktionen ab, einschließlich hybrider 2D/3D-Renderings, asynchronem Asset-Laden und räumlicher Audiosimulation. Sie enthält Systeme für die Verarbeitung von Benutzereingaben, Textlokalisierung und Anwendungszustandsverwaltung mittels eines Push-Down-Automaten. Die Entwicklungsiteration wird durch datengesteuertes Prototyping und interne Engine-Visualisierungstools unterstützt.
Captures and maps raw input from keyboards, mice, and gamepads to high-level game actions via configuration.
Zelda64Recomp is a native game recompilation project that translates legacy binary machine code into modern machine code. It functions as a native hardware port and a static recompiled binary, executing original game logic directly on modern CPUs and GPUs to run without an emulator. The project serves as a moddable game engine, providing a framework to apply community texture packs and code patches to the recompiled title. It includes native hardware porting capabilities that remove emulator overhead to improve stability and frame rate control. The software covers retro game modernization th
Translates raw gamepad and hardware inputs into virtual game actions through a standardized mapping database.
This project is a Nintendo Entertainment System emulator written in Go. It functions as a hardware simulation that executes game ROMs by mimicking the original console's circuitry, including the processor and picture processing unit. The emulator includes a game library browser that identifies local files and retrieves titles and thumbnails from online databases using file checksums. It also implements a system of memory management mappers to ensure compatibility across various game ROM formats and hardware configurations. The software covers high-level capabilities for game ROM execution an
Translates raw keyboard and joystick inputs into high-level game controller actions.
Lemuroid ist ein Android-Multi-System-Emulator und Libretro-Frontend, das darauf ausgelegt ist, Spiele verschiedener klassischer Spielsysteme über eine einzige Schnittstelle auszuführen. Es fungiert als Bibliotheksmanager für Retro-Spiele, der den lokalen Speicher nach Spieldateien durchsucht und diese in einem durchsuchbaren Katalog organisiert. Die Anwendung enthält einen Cloud-synchronisierten Save-Manager, um Spielfortschritte über verschiedene Geräte hinweg mittels Remote-Speicher zu bewahren. Sie bietet zudem eine virtuelle Gamepad-Schnittstelle, die benutzerdefinierte Eingabe-Mappings für physische Controller, Neigungssensoren und On-Screen-Touch-Overlays ermöglicht. Zusätzliche Funktionen decken das Management von Spielständen, lokalen Multiplayer-Support und die Anwendung visueller Filter ab, um das Erscheinungsbild klassischer CRT- oder LCD-Hardware zu simulieren.
Translates raw hardware inputs from gamepads, touch overlays, and sensors into high-level game commands.
xemu is a game console emulator and virtual hardware hypervisor designed to execute original Xbox game software on various operating systems. It functions as a disk image player that simulates physical circuitry and storage to enable the playback of original titles. The project includes a suite of low-level system debugging tools for inspecting registers, tracing execution events, and dumping memory from running guest code. It provides specialized capabilities for hardware accuracy testing and game hardware debugging to analyze system behavior. The software covers a broad range of emulation
Translates physical gamepad or keyboard inputs into virtual controller signals for game playback.
Julius is a cross-platform game engine and simulation tool designed for the reimplementation of legacy games. It executes original game logic using the original assets while applying modern resolution and interface updates. The engine features a localization framework for integrating community translations of text, audio, and video, and an integrated scenario editor for configuring gameplay rules and resource requirements within map data files. The project covers a broad capability surface including save game management with automated backups, input mapping for diverse keyboard layouts and t
Translates raw hardware inputs and gestures into high-level game commands to support custom hotkeys.
GameNative is a PC game compatibility layer and library manager designed to run desktop game binaries on mobile devices. It functions as a system for executing desktop titles through translation layers and hardware-specific driver optimizations. The project provides a unified interface for aggregating multiple digital storefronts, allowing for the installation and organization of games and downloadable content in one place. It includes a custom input mapping tool that translates touchscreen gestures and controller inputs into legacy keyboard and mouse events. The system covers game performan
Translates raw gamepad and touch gestures into high-level commands for desktop games on mobile.