Timeline for Input management techniques in large games
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 23, 2013 at 10:07 | vote | accept | w4etwetewtwet | ||
| Jul 23, 2013 at 8:57 | comment | added | danijar | I wrote an answer to elaborate on event managers, which are the way to go for input handling for me. | |
| Jul 23, 2013 at 8:56 | answer | added | danijar | timeline score: 11 | |
| Jul 22, 2013 at 21:14 | answer | added | Sean Middleditch | timeline score: 24 | |
| Jul 22, 2013 at 17:34 | history | tweeted | twitter.com/#!/StackGameDev/status/359365927680217088 | ||
| Jul 22, 2013 at 17:29 | comment | added | Patryk Czachurski | related: gamedev.stackexchange.com/questions/48315/… gamedev.net/blog/355/… | |
| Jul 22, 2013 at 17:14 | comment | added | w4etwetewtwet | @danijar what exactly do you mean by an event manager, is it possible if you could provide some skeleton pseudo code to show what kind of thing you are talking about? | |
| Jul 22, 2013 at 17:11 | comment | added | danijar | With an event manager, you could fire event in input and let all other parts of your game register to them. | |
| Jul 22, 2013 at 17:09 | history | asked | w4etwetewtwet | CC BY-SA 3.0 |