Kianoosh Shakeri<p>Writing bindings for game controllers is a huge pain, especially when the game is big and has a ton of actions you have to bind to different controls. It becomes worse when the game is an audio game and requiring lots of controls for announcement of information that's too crucial to be put under a menu or something like that.<br>In return though, controls vibrate, and it's fun connecting all sorts of events to that; Especially now that these new controllers support vibration intensity.</p><p><a href="https://dragonscave.space/tags/Gaming" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Gaming</span></a> <a href="https://dragonscave.space/tags/GameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDev</span></a> <a href="https://dragonscave.space/tags/GameDesign" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameDesign</span></a> <a href="https://dragonscave.space/tags/Coding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Coding</span></a> <a href="https://dragonscave.space/tags/GameController" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GameController</span></a> <a href="https://dragonscave.space/tags/GamePad" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GamePad</span></a></p>