All Questions
Tagged with architecture input
23 questions
0
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92
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SDL2 Events how to avoid monolithic control statement?
I'm using SDL2 in my game engine and I'm trying to figure out how I can prevent having a monolithic control statement like this:
...
0
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0
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192
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Good design for player input handling in 2d game
I am working on a java 2d game. Keeping things short, I'd like to improve my current input handling. Basically the player can move up/down/left/right with WASD, perform an attack with mouse left click ...
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1
answer
80
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First Person shooter look direction abstraction for InputController, AIController and NetworkController
The problem
Suppose I have a game where there are multiple Input Controllers:
LocalPlayerController: Reads inputs from the keyboard/mouse/gamepad.
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0
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1
answer
1k
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Is Dedicating A Thread To Inputs A Good Idea In Game Design?
Say I design my game targeting a specific PC to run it on 120 frames per second. And say I need to get Input data from the controller at a frequency of 800 times per second, and feed that input data ...
0
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112
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Handling "nested" user actions in client/server card game
I'm developing a card game in JavaScript in a functional programming style and I'm unsure what is the best way to implement the flow of player actions that require other player actions for their ...
3
votes
0
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2k
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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 ...
5
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5
answers
2k
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Is it acceptable to use Hash Maps for input, copying one hash map to an another during the game loop?
I recently started developing a simple 2D game in Java using JavaFX and no proper game library (libgdx etc.) and among the things I did was to make an InputManager to handle every input from the ...
2
votes
1
answer
288
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How to stop diagonally in an event driven input system?
Example scenario:
Assume 2 dimensional top down movement system.
Given that I have 4 directional keys ( UP / DOWN / LEFT / RIGHT ), I am able to move in 8 different directions 4 perpendicular and 4 ...
3
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2
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1k
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Handling input through callbacks or through game loop?
I've tried to figure out how to handle player input properly, but without luck so far.
As far as I have figured out, I can either:
Call the respective methods directly through the callback fired ...
1
vote
3
answers
258
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How to architect input code to utilise state machine?
I have an InputController which currently handles all user input, so it looks at button states and updates entity intentions according to some simple rules.
I'm ...
0
votes
2
answers
473
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Handling player and AI in a component based structure dynamically?
I'm trying to find a way to allow both input and AI to call actions of an actor in a component based structure for a 2d turn based game. The actions make use of the components. To keep the system ...
7
votes
5
answers
3k
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Networking gampeplay - Sending controller inputs vs. sending game actions
I'm reading about techniques for implementing game networking.
Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across ...
0
votes
2
answers
392
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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 ...
2
votes
1
answer
3k
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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 ...
7
votes
2
answers
2k
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Observer Pattern Implementation
To teach myself basic game programming, I am going to program a clone of Pong. I will use the Observer design pattern, with an interface between the input and the game engine. However, I'm not sure ...