The polling tag has no wiki summary.
0
votes
6answers
829 views
Avoiding constant IF checks for loops
As an example, I have 3 different loops that are executed in certain conditions.
I want to know if there's any way short of something like this:
if(day)
x++;
else if(night)
y++;
else
z++;
...
0
votes
1answer
325 views
Turn based card game multiplayer: http polling or TCP
I am working on card games for mobile devices. For multiplayer I will be communicating through a central server. For the purpose I sorted out three options:
HTTP polling
TCP
Websocket (client ...
3
votes
1answer
188 views
Game based on Ajax polling for 12 players
I am planning on writing a small browser game.
The webserver is a shared server, with no root / install possible.
I want to use AJAX for client/server communication. There will be 12 players.
So ...
0
votes
1answer
88 views
What is the best way to turn image voting into a game? [closed]
I'm trying to come up with a design for an image voting site that turns the (potentially boring) task of voting on thousands of images into a game. The goal is to get the user to vote on as many image ...
3
votes
1answer
436 views
Recommended Polling Rate
I'm using the XInput API to support gamepads. As XInput is not event-driven, but requires polling, my question is, what is the recommended polling rate (ms) for gamepads or specific, the XBOX 360 ...
1
vote
4answers
725 views
How do I respond to keyboard events which occur between polling?
In my games update loop, which happens on a fixed timestep of 30 times per second, I am checking the current state of several keys to determine how to move the player.
For example:
...
15
votes
3answers
4k views
Polling vs event driven input
I'm developing a game using polling for the input method. However, now that I'm delving deeper into the game menus and other UI components, I'm finding that I'd probably like to have event driven ...
8
votes
3answers
951 views
Key combinations on poll-based input
So assume you have an input system that is based on polling
void update()
{
if( Keyboard[ 'A' ] )
// A is down
}
Say you want to be able to recognize 3 to 8 length key combinations ...