In games like League of Legends, novice players are often derided for poor camera control leaving unnecessary screen real estate for where there is no danger, while obscuring the vision for where the threats are.
I believe that this tendency is a result of the crummy way RTS cameras works, and is an unnecessary segregation point that does not really add to skill expression.
By replacing the fixed-velocity panning with displacement-based panning, not only do the player have full control over how fast or how precise they want to move the camera, it also extends the natural "mouseable zone" from just the small game viewport into whole playable map.
Now the game window is more like the "focus of vision" while your virtual "hand" is no longer constrained to where your "eyes" are looking
I personally use AutoIt a ton as a super fast way to quickly prototype GUIs. It's basically a really simple entrypoint for WinAPI.
Shameless plug: my script for emulating a trackball with your keyboard [0], and my tray app for quickly tweaking your cursor speed (usually for when I'm drawing something)[1]
There are also some really useful utility apps like WhyNotWin11[2] that's made entirely using AutoIt
The problem with AutoIt is it's openly hostile community.
What community it does have is extremely and openly hostile towards newbies and non-programmers. To the point where browsing their forums has become a huge turn-off, and definitely has rejected folks trying to learn programming and/or AutoIt.
Even experienced programmers sometimes ask "dumb" questions... and the hostility they're met with is unacceptable.
Oh, interesting, I wasn’t aware of how the community were, since their documentation is quite thorough and self-contained that I’ve never had the need to check their forums (on top of the language being quite straightforward). I learned entirely from the inline samples provided in every page of their documentation.
AHK is great from what I've seen. It's AutoIt that's the problem. AHK was originally a fork of the FOSS version of AutoIt, before AutoIt went closed and proprietary.
A lot of the toxicity on the AutoIt forum seems to come from the grossly overinflated egos of few core participants (some of which appear to be employees in some capacity). Reading through the forum, you can easily get the impression these people believe AutoIt is better than sliced bread or something... and anyone needing to ask a question is simply dumb.
It's rotten to the core. People should use AHK whenever possible.
I dunno, I find AHK's syntax really hard to wrap my head around, whereas AutoIt is simplistic enough that I never had to even bother with the forums in the first place, the built-in helpfile basically has everything I needed.
Objectively, the syntax for both are horrible (based on BASIC I believe, but still). Magic numbers, hex numbers, huge number of function parameters, obfuscated parameter/variable names, etc. It all leads to barely readable spaghetti code even in the most well-written UDF examples. And... good luck trying to get anything but the blessed-but-insufficient-for-serious-work IDE to work for you.
Help files are decent... but if you need help with a concept/idea/implementation - you are much better served to seek that help anywhere except from AutoIt or their forums. Which is sad.
Pretty much all the time, whenever I'm not on my ThinkPad keyboard I use it in place of the trackpoint when I need to make small text selections etc without moving my hands away from the homerow.
Working on a keyboard-based inertial cursor navigation script[0] inspired by rvaiya/warpd[1]. I have just finished the inertia system yesterday but trying to figure out which default key combos to use as to avoid colliding with common OS keybinds in most situations
It's like AutoHotKey but designed to be more programming- rather than scripting-oriented. It is astonishingly easy to create GUIs in AutoIt in comparison, I use it to rapidly prototype UX ideas.
In fact, historically AHK is actually a fork of AutoIt.
I had also made a post on the gamedev subreddit that spurred a discussion with many interesting counterpoints raised:
https://old.reddit.com/r/gamedev/comments/132g7d5/a_more_nat...