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1 vote
0 answers
93 views

Correctly handling input in case of frame drop

My game loop looks roughly like this: ...
pan's user avatar
  • 111
0 votes
1 answer
275 views

Accepting user input in continous game loop

I have a game loop that simply iterates through every entity and calls entity.update() ...
Michael Moreno's user avatar
0 votes
1 answer
210 views

Key presses and game quit sometimes delayed by seconds

U'm currently trying to develop a 2D RPG similar to early Final Fantasy titles for the NES. Up until now I've been reading C++ tutorials on SDL2 and doing my best to convert the concepts into OCaml. ...
Nameless King's user avatar
0 votes
2 answers
1k views

Understanding User Input Behind the Scenes?

I am a bit confused on how user input is actually received and processed behind the scenes in a game engine. Let's say I have a simplistic game loop as follows... ...
4Matt's user avatar
  • 101
0 votes
2 answers
798 views

How can I handle input in C without halting the main loop?

I want my C program to update the console every second, and it was working fine until I tried to handle input. Now the program halts since it waits an input from the user. How can I do this? ...
AliTeo's user avatar
  • 35
0 votes
0 answers
197 views

The Command pattern and multiple inputs per frame?

I'm reading Game Programming Patterns by Robert Nystrom. As a test I've implemented the command pattern, but a little farther in he changes it to return commands, rather than instantly executing them. ...
Chris's user avatar
  • 1
3 votes
1 answer
2k views

SDL2 mouse motion event keeps occurring

The code I'm using is like so: ...
LASER BEAR ASSAULT UNIT's user avatar
0 votes
2 answers
966 views

How to set up a key press to start the game

I've tried to create a simple start menu for my game which informs the player to press a key to start the game but the problem is that it works only if the key is pressed all the time...i'm not sure ...
Truica Sorin's user avatar
3 votes
0 answers
2k views

Framerate independent realtime input

I am currently working on a fighting game (with 3d graphics, gameplay like a 2d fighter) and encountered a pretty big hurdle I currently don't know how to deal with. For fighting games, input ...
FM Productions's user avatar
1 vote
1 answer
906 views

How to handle keyup events in game loop?

I'm writing a simple game in JavaScript, which already handles basic keyboard input like so: ...
Marco Bolis's user avatar
0 votes
1 answer
454 views

Competing keyboard events

When I was looking on how to handle key inputs in a game loop I came across the following pattern: All native key events (up or down) get queued in an event queue that is later processed. The outcome ...
Sam's user avatar
  • 843
1 vote
1 answer
652 views

Basic game loop, what does Update() and HandleInput() mean to you?

I have been developing a game and until now I have been handling input like so: Player presses a key HandleInput() acknowledges a key is pressed calls a function within the ...
CS Dude's user avatar
  • 123
4 votes
1 answer
3k views

does order of updates and renders matter?

I know in a game loop there needs to be an order like physics should update before rendering. So, I have created two separate functions: update and render and the game loops like below: ...
Gasim's user avatar
  • 199
1 vote
2 answers
423 views

Input of mouseclick not always registered in XNA Update method

I have a problem that not all inputs of my mouse events seem to be registered. The update logic is checking a 2 dimensional array of 10x10 . It's logic for a jewel matching game. So when i switch my ...
LordrAider's user avatar
2 votes
1 answer
1k views

Synchronizing input, update and rendering threads

How do you synchronise the input-handling, state-updating and rendering threads? If a sprite position is modified due to input, the wrong position of the sprite might be drawn to the screen if the ...
Krazy's user avatar
  • 268

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