Skip to main content
added 169 characters in body
Source Link
Apples
  • 608
  • 5
  • 12

Is it usually possible for the player to press and release a button within a single frame, so that the game engine doesn't have time to detect it?

How do programmers usually handle this situation? Is it even necessary to handle it?

While testing, I was able to press and release a button within about 14 or 15 milliseconds (over 1 click/frame). I was not, however, able to do this while holding the joystick normally, and the press-release cycle would have to start at almost the exact time the frame starts.

Specifically, I am asking about GLFW's joystick input capabilities.

I am currently using GLFW to make a game, and I've noticed that keyboard and mouse have callback functions, while joysticks do not. Also, it does not appear to be possible to enable "sticky keys" for a joystick. (I have only recently started using GLFW, so please correct me if I am wrong, as having either of those would solve the problem.)

Although I am asking about GLFW, answers related to any library/engine/language are welcome.

Is it usually possible for the player to press and release a button within a single frame, so that the game engine doesn't have time to detect it?

How do programmers usually handle this situation? Is it even necessary to handle it?

Specifically, I am asking about GLFW's joystick input capabilities.

I am currently using GLFW to make a game, and I've noticed that keyboard and mouse have callback functions, while joysticks do not. Also, it does not appear to be possible to enable "sticky keys" for a joystick. (I have only recently started using GLFW, so please correct me if I am wrong, as having either of those would solve the problem.)

Although I am asking about GLFW, answers related to any library/engine/language are welcome.

Is it usually possible for the player to press and release a button within a single frame, so that the game engine doesn't have time to detect it?

How do programmers usually handle this situation? Is it even necessary to handle it?

While testing, I was able to press and release a button within about 14 or 15 milliseconds (over 1 click/frame). I was not, however, able to do this while holding the joystick normally, and the press-release cycle would have to start at almost the exact time the frame starts.

Specifically, I am asking about GLFW's joystick input capabilities.

I am currently using GLFW to make a game, and I've noticed that keyboard and mouse have callback functions, while joysticks do not. Also, it does not appear to be possible to enable "sticky keys" for a joystick. (I have only recently started using GLFW, so please correct me if I am wrong, as having either of those would solve the problem.)

Although I am asking about GLFW, answers related to any library/engine/language are welcome.

added 96 characters in body
Source Link
Apples
  • 608
  • 5
  • 12

Is it usually possible for the player to press and release a button within a single frame, so that the game engine doesn't have time to detect it?

How do programmers usually handle this situation? Is it even necessary to handle it?

Specifically, I am asking about GLFW's joystick input capabilities.

I am currently using GLFW to make a game, and I've noticed that keyboard and mouse have callback functions, while joysticks do not. Also, it does not appear to be possible to enable "sticky keys" for a joystick. (I have only recently started using GLFW, so please correct me if I am wrong, as having either of those would solve the problem.)

Although I am asking about GLFW, answers related to any library/engine/language are welcome.

Is it usually possible for the player to press and release a button within a single frame, so that the game engine doesn't have time to detect it?

How do programmers usually handle this situation? Is it even necessary to handle it?

Specifically, I am asking about GLFW's joystick input capabilities.

I am currently using GLFW to make a game, and I've noticed that keyboard and mouse have callback functions, while joysticks do not. Also, it does not appear to be possible to enable "sticky keys" for a joystick. (I have only recently started using GLFW, so please correct me if I am wrong, as having either of those would solve the problem.)

Is it usually possible for the player to press and release a button within a single frame, so that the game engine doesn't have time to detect it?

How do programmers usually handle this situation? Is it even necessary to handle it?

Specifically, I am asking about GLFW's joystick input capabilities.

I am currently using GLFW to make a game, and I've noticed that keyboard and mouse have callback functions, while joysticks do not. Also, it does not appear to be possible to enable "sticky keys" for a joystick. (I have only recently started using GLFW, so please correct me if I am wrong, as having either of those would solve the problem.)

Although I am asking about GLFW, answers related to any library/engine/language are welcome.

Tweeted twitter.com/#!/StackGameDev/status/210952843316826112
Source Link
Apples
  • 608
  • 5
  • 12

Detecting extremely fast joystick button presses?

Is it usually possible for the player to press and release a button within a single frame, so that the game engine doesn't have time to detect it?

How do programmers usually handle this situation? Is it even necessary to handle it?

Specifically, I am asking about GLFW's joystick input capabilities.

I am currently using GLFW to make a game, and I've noticed that keyboard and mouse have callback functions, while joysticks do not. Also, it does not appear to be possible to enable "sticky keys" for a joystick. (I have only recently started using GLFW, so please correct me if I am wrong, as having either of those would solve the problem.)