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pmazumder

Re:Show HN: A new kind of FPS aim trainer on Friday July 24, 2026 @02:10AM (#49031756)
It is from scratch, open sourcing the code is definitely the goal but it's so ugly from my perspective right now I wanted to clean it up before releasing haha
Re:Show HN: A new kind of FPS aim trainer on Wednesday July 22, 2026 @04:33AM (#49003524)
I imagine it would generalize well to any fine motor control task with a defined tracking objective. The literature I reference mentions that human error when steering cars also roughly follows the same distribution.
Re:Show HN: A new kind of FPS aim trainer on Wednesday July 22, 2026 @04:30AM (#49003499)
It should still work on firefox, but the experience will likely not be as good. Chromium is the only browser engine (as far as I know) that gives me access to raw, unaccelerated mouse events, so it's the smoothest experience.
Re:Show HN: A new kind of FPS aim trainer on Wednesday July 22, 2026 @04:28AM (#49003480)
Are you using it on chromium? It's the only browser I get raw mouse events from right now, so other browsers tend to be more choppy.

As for the habits, the point of this program is that it ultimately admits that far domain transfer for aim trainers is difficult regardless of what you do, so it tries to optimize in an absolute sense your motor control over your mouse. That way, regardless of scenario you'll have smoother and more efficient aim.

Re:Show HN: A new kind of FPS aim trainer on Wednesday July 22, 2026 @04:24AM (#49003447)
What browser are you on? Hardware acceleration? It shouldn't be very difficult to run, so I'm guessing some sort of a compatibility issue
Re:Show HN: A new kind of FPS aim trainer on Wednesday July 22, 2026 @04:16AM (#49003381)
I didn't realize it could be distracting, sorry. It shouldn't happen now
Re:Show HN: A new kind of FPS aim trainer on Wednesday July 22, 2026 @03:39AM (#49003111)
Hi, thanks for the feedback! Multiple mouse profiles isn't something I considered, but I'll definitely look into it. I know a lot of FPS gamers are super particular and switch between mice/mousepads/skates constantly, so it would probably help to provide a semi objective measurement of what setup they're doing best on as well
Re:Show HN: A new kind of FPS aim trainer on Wednesday July 22, 2026 @02:54AM (#49002773)
writeup on the rationale behind it: https://www.pramit.gg/post/i-made-an-aim-trainer

Show HN: A new kind of FPS aim trainer

https://openaim.pramit.gg/

I played a lot of Valorant and got mad, so I made an aim trainer that analyzes your raw crosshair movement to explore your raw motor and perceptual weaknesses instead of scoring scenarios. It also chooses sens and difficulty as part of the tasks, and makes playlists that are optimal difficulty for you to learn and progress faster!

( Read More... | 48 comments | 28 points | on HN )
Re:Recreating the math behind the first stealth aircraft on Wednesday July 22, 2026 @01:16AM (#49002150)
I'm very surprised honestly that this has picked up as much as it has, and have been mulling over the polarized responses to it.

few things I'd like to clarify: - yes, I do use claude quite a bit. I don't have much background in frontend design or do it for work (which is mostly low level perception and controls, ironically something I'm seldom able to use AI for), so it makes tasks for me way more accessible. I try, as much as possible, to use LLM content to increase the creativity of a human behind it as much as possible (all the drawings on the site are drawn by visitors, for example, and I actually storyboarded the site's design by hand before implementing it).

- for writing, it is for better or worse mostly me, but I'm starting to see the parts that unravel. I've always been known to be rather verbose, and I tried to use LLMs to suggest strategies to make my drafts more palatable to a reader. I feel in retrospect that these attempts may have added a synthetic tinge. Mostly everything I write about is something I first make code for and investigate in my own time, without any expectation of explaining; there is a lot of real effort that's disproportionately put there over packaging.

This article was genuinely my first time making something educational of the sort, and I had my physics major friends checking in and auditing, and was gleefully showing progress wherever I could. I used manim for the first time to make those very shitty looking animations as well. I did not want to nor claim to look like an expert on this. I just wanted to show an exploration I did in my free time earlier, to maybe spark a little bit of interest in one of my random discord peers regarding the subject matter. I can say that for the close group of people around me in real life who this article was originally intended for, that I was successful. tl;dr I'm now somewhat embarassed that I've immortalized and publicized my lackluster first attempt at making educational content

Re:A different approach to aim training for FPS games on Thursday July 16, 2026 @02:29PM (#48938315)
I was playing around with making an aim trainer that's more focused on raw crosshair movement than scenario scores, as well as the idea of choosing sens as part of the scenario to recruit different motor control schemes. I ended up making a little thing, along with a technical writeup on the methodology behind it