The Design is Very Human - eviltoast

having a moment here in gnome

to everyone pointing out that this is for touchpads;

a: it’s awful on that too

b: note the mouse in the example given

  • ourob@discuss.tchncs.de
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    1 year ago

    The way my brain rationalizes it (inverted y, normal x) is that the closest analog to my hand on a mouse is my hand on top of my character’s head.

    To make that head look up I pull my hand back, which is the same exact motion as pulling the mouse back. So it feels natural.

    To make the head look left, I would rotate my hand counterclockwise. Rotating a mouse doesn’t do anything, so I have to translate that to lateral motion, and left to look left feels more natural.

    Of course the real explanation is that the first mouselook games I played defaulted to inverted y and normal x, so that’s what I got used to. And even before mouselook became a thing, I was playing flight sims, which default to inverted y. Still, it’s fun to try to rationalize something that ultimately boils down muscle memory.