Begin exchanging your gaming setup with others
Begin exchanging your gaming setup with others
You enjoy exploring different dimensions and environments. Your experience should support smooth movement in 3D, clear 2D vision, and precise targeting options—possibly switching between 2D and 3D views. Control over throttle, throttle control, weapon systems, and defensive features are important. Space combat simulations often lack excitement; imagine a fast-paced FPS with open spaces, no obstacles, and dynamic environments like asteroid fields or space stations. Such games would be more engaging and imaginative.
As others have said we don't have 8 axes to move on. Translation+rotation yields 6 degrees of freedom. If I understand correctly you want to map 2 of those to the additional two joysticks and the remaining 4 stay on the normal ones? To be honest I think this doesn't exist, because a more intuitive solution for those degrees of freedom already exists: throttle and stick, perhaps with pedals.
The device shown in the videos is technically "8-axis" since multiplying four by two gives eight. Its independence from space size stems from the distinct ways we handle rotation (pitch, yaw, roll) versus translation (vertical, horizontal, and "front" movement). An arcade controller uses a single stick with two axes for horizontal and vertical control, typically in a 2D side-view game. However, simpler HOTAS for 3D navigation often share the same stick (two axes) plus a gas throttle—either full or partial—while only the gas controls movement forward or backward. More advanced systems add extra sticks for throttle and yaw, bringing the total to four axes for 3D motion. Modern consoles feature two sticks with two axes each and one trigger stick, giving six total controls. This design lets players assign actions like "strafe," "rotate," gas, and roll using just three sticks, making it more intuitive. Using only three would feel awkward for those accustomed to HOTAS. In short, having four distinct two-axis joysticks isn’t essential if the space is 2D; the extra axes mainly serve auxiliary functions. * * Now, I’m uncertain why such a setup would ever be practical, but it could work well with clever modifications. * * If you’d like to discuss further, feel free to ask—I’d be happy to help.*
We exist in a three-dimensional reality and can move only along its three spatial axes. Beyond those dimensions, there are no additional travel paths in three-dimensional space. You can rotate, pan, or adjust your position along one of the three axes—such as yaw, pitch, and roll on the vertical axis—but this doesn’t introduce new axes into the 3D framework.
The concept is often misunderstood. Six axis movements are essential for performing two distinct types of motion together in three-dimensional environments. In short, you seem frustrated by the confusion surrounding movement axes in space, and it’s clear you haven’t considered that each movement type requires its own control system.
It's clear you're making a strong point. Every object in space needs three positions and three rotations to be fully described. I see where you're coming from, but I'm not sure if this is meant as a joke. In short, you require six degrees of freedom to operate in space. You might manage with fewer control axes, but your movement remains limited to six possibilities. (You can still roll and pull, which gives three translation options with just two axes, yet the vehicle stays within three degrees of movement and three rotations.)
I concur with you on the desktop setup—there are several solid options for 6-axis control. Spacemouse, keyboard, and various joystick setups all work well. However, I don’t think there are more intuitive choices than what’s already available. I believe a game controller isn’t particularly intuitive in its current form. You can adapt to it through practice; I’ve experimented with different setups, but none felt very natural.
On the other hand, my four joystick controllers immediately impressed me. I originally designed them for quadruped robot toys, not games. After exploring space games, I’m confident they’ll become a future product with a dedicated fan base.
Some points to consider:
- Pointers are less precise than thumbs, so shortcuts help maintain accuracy.
- Joysticks offer flexibility—you can sit, stand, use VR, or even carry one around.
- Flight sticks fit flying simulators and mouse control, though they’re not ideal for all uses.
- Game controllers remain the top choice for handheld gaming, whether you’re sitting, moving, or using a car.
Space games naturally fit either a keyboard/mouse setup or a handheld controller. A space mouse exists, but the controller itself isn’t fully resolved yet.
I chose 4 immediately to enjoy some flexibility with it. However, realizing my finger coordination wasn’t close to thumb precision pushed me toward using one axis per joystick. Indeed, I was able to play orbital racer at top levels despite being new to pointer-finger joysticking. I’ll just restate this a few times—my goal isn’t a bulky setup that occupies the whole room. Gaming fits perfectly on a compact plastic controller. Plus, after flying many FPV drones and considering various systems, I believe a handheld controller is the ultimate choice for manual robotics control. Sure, in shooting games people often beat mouse users, but there are clear reasons behind it. Once the details are sorted, a handheld isn’t limited to just robotics—it’s a strong option overall. A 4-joystick controller is essentially the same as a standard one and can handle six axes plus, making it practical and efficient.
Well, consider trying orbital racer—it offers some entertainment value. Still, I can see your point, and your subject is indeed a widely talked-about area. Important ideas include "airplanes in space," which serves as a common space travel simulation. Using a "true Newtonian" approach leads to "turrets in space," where players act as turrets, aim at opponents, and pull triggers. It’s strange that everyone sticks to this setup, but it was once very popular, notably in the game "Descent." There, players used a keyboard and mouse to navigate a tunnel system by moving up and down. Some games still feature this mechanic. The challenge is finding a way to teach six degrees of freedom easily. This requires intuitive control hardware, which is why I believe the controller could be a catalyst for space-themed games. The existing titles are solid, enjoyable, but they have a steep learning curve. They struggle with funding since they don’t gain widespread appeal. Only "Star Wars" comes close, and it tackles many of these issues, though it doesn’t fully implement the flight model you’re discussing.