4
votes
1answer
198 views

Character Movement in 3D games

I'm either not searching correctly or there is really not a lot of material on Character Movement in 3D games. I'm mostly interested in how people usually implement character movement in games like ...
0
votes
2answers
128 views

Java applet game design no keyboard focus

THIS IS PROBABLY THE WRONG PLACE. POSTED ITHERE (STACKOVERFLOW) I'm making an applet game and it is rendering, the game loop is running, the animations are updating, but the keyboard input is not ...
2
votes
1answer
475 views

Managing the user input

I'm studying a good number of articles about this topic and seems to me that there is just one way to do this: a signal/slot design. I was also looking at some more complex async examples but I don't ...
2
votes
2answers
348 views

How do I design a game framework for fast reaction to user input?

I've played some games at cca 30 fps and some of them had low reaction time - cca 0.1sec. I hadn't knew why. Now when I'm designing my framework for crossplatform game, I know why. Probably they've ...
8
votes
2answers
363 views

Correct way to abstract an XBox Controller

I've got a XBox360 controller which I'd like to use as input for an application. What I can't work out is the best-practice way to expose this via an interface. Behind the scenes, the class which ...
8
votes
5answers
696 views

Nested input in an event-driven system

I am using an event-based input handling system with events and delegates. An example: InputHander.AddEvent(Keys.LeftArrow, player.MoveLeft); //Very simplified code However, I started wondering ...
3
votes
2answers
353 views

Where should input be used?

I'm working on an input system (in C#) and now I'm wondering, what is the best place to put input functionality? Currently what I was coding was a bunch of delegates which act as callbacks (i.e. ...
2
votes
2answers
418 views

Push or Pull Input Data In the Game Logic?

In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to ...
6
votes
1answer
308 views

What are the benefits of designing a KeyBinding relay?

The input system of Quake3 is handled using a Keybinding relay, whereby each keypress is matched against a 'binding' which is then passed to the CLI along with a time stamp of when the keypress (or ...
18
votes
3answers
575 views

Do I, and how, separate the concerns of input and game objects?

In probably every game a developer has to somehow deal with input, may it be simple keyboard and mouse events, touch events or something as accelerometer input. This input directly of indirectly ...
10
votes
5answers
2k views

Keyboard input system handling

Note: I have to poll, rather than do callbacks because of API limitations (SFML). I also apologize for the lack of a 'decent' title. I think I have two questions here; how to register the input I'm ...