

I know it, but I don’t know or use it, honestly
I forgot to say: some of how I figure stuff out is just by autocomplete (in my case, an LSP plugin), and if that isn’t obvious I look at the docs (Raylib has this).
I like to start with pure code first (no framework), at least where it makes sense (like my sweeper example, I focused on generating the initial maps first) and making that usable via import. The framework/engine-specific file is where I put all the code that is more closely tied to input, game state, and rendering. Doing it this way also means that making a different implementation is a bit easier.
‘pure code first’ doesn’t really apply to more advanced(/realtime) stuff like a physics game or platformer though, as you’d be more closely using an engine’s functions and types.







A partial option is that any controller with analog triggers should work, especially as some driving games use them for acceleration (though I would assume remapping would work too). EDIT: One of the wikis says you may need more steps for analog triggers to work (on windows)
PCSX2 also now has a ‘pressure modifier’ key+setting (default is 50%) that may work in some cases (EDIT: specifically for digital buttons). At least if you have a key for it (like the OG Steam Controller has extra, like the grip buttons… change grip to keyboard key in sc-controller then bind that to the pressure modifier)