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modkitv0.2

Gamepad-controlled cube demo (one cube per connected gamepad)

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Each connected gamepad owns a cube in its own colour. Cubes appear when a pad is plugged in and disappear when it is unplugged; hot-plugging is handled every frame from mk_gamepad_connected(). Each pad drives its own action map, so bindings are per-player rather than global. Per-player controls: - Left stick / dpad: Move cube XZ - Right stick: Orbit the shared camera - Triggers: Scale cube up/down - A button: Jump (bounce effect) - B button: Rumble feedback - LB/RB: Rotate cube - Start: Reset that player The keyboard drives player 1 (WASD/Arrows/Q,E/Space/R). With no gamepads connected at all, player 1's cube stays up so the demo is still usable.

Gamepad-controlled cube demo (one cube per connected gamepad)

Runs the WebAssembly build on this page. Click the canvas to give it keyboard focus.

Number
10
Tags
shadersinput3duilayout
Source
examples/10_gamepad/main.cexamples/10_gamepad/build/SDL3/include-config-/build_config/SDL_build_config.hexamples/10_gamepad/build/SDL3/include-revision/SDL3/SDL_revision.hexamples/10_gamepad/build/SDL3/CMakeFiles/CMakeTmp/SDL_detect_arch.cexamples/10_gamepad/build/SDL3/CMakeFiles/SDL3-static.dir/cmake_pch.hexamples/10_gamepad/build/SDL3/CMakeFiles/SDL3-static.dir/cmake_pch.h.cexamples/10_gamepad/build/CMakeFiles/4.2.1/CompilerIdC/CMakeCCompilerId.c

Build and run

./scripts/build-linux.sh release --target=10_gamepad --run