Open TorutheRedFox opened 2 years ago
some math to fix it maybe would be by separating the vector into a normalized vector and its magnitude, and then figuring out the correction factor by doing a dot product between (1,1) and abs(stickVec_nrm), and then multiplying the magnitude by (1+(dotProduct*diff)) where diff is the difference between the expected magnitude (1) and the actual magnitude (0.75-ish), then reassembling the vector by simply multiplying the normalized vector by the magnitude
the standard for xinput is that the corners have a shorter (about 75%) range than the cardinal directions,
in game, this isn't really noticeable outside of debug world camera and maybe the world map