Event is action that is usually happenes "outside" of main program thread, but handled inside of it.
37
votes
8answers
6k views
Event Driven Communication in Game Engine - Yes or No?
As I am reading book Game Coding Complete (http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/dp/1584506806/ref=sr_1_1?ie=UTF8&qid=1295978774&sr=8-1), the author recommend Event Driven ...
18
votes
3answers
594 views
Do I, and how, separate the concerns of input and game objects?
In probably every game a developer has to somehow deal with input, may it be simple keyboard and mouse events, touch events or something as accelerometer input. This input directly of indirectly ...
14
votes
3answers
2k 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 ...
12
votes
3answers
973 views
Avoiding singleton pattern for Event Scheduler?
I want to make an Event scheduler for my Game, I basically want to be able to schedule the triggering of a Game Event. This can be a one time trigger, or a periodic trigger (trigger event ...
12
votes
3answers
773 views
Game log format for MMO servers
A log of game events (as opposed to error / debug logs) for an entire cluster/shard is very useful for a commercial MMO that is in a live production environment, providing vital support for customer ...
10
votes
5answers
2k views
Keyboard input system handling
Note: I have to poll, rather than do callbacks because of API limitations (SFML). I also apologize for the lack of a 'decent' title.
I think I have two questions here; how to register the input I'm ...
9
votes
3answers
1k views
Algorithm for determining random events
I'm struggling with coming up with an elegant solution to generating random events in the game that I'm working on.
Say there are 4 classes of events that can happen, with varying events in those ...
9
votes
5answers
708 views
Nested input in an event-driven system
I am using an event-based input handling system with events and delegates. An example:
InputHander.AddEvent(Keys.LeftArrow, player.MoveLeft); //Very simplified code
However, I started wondering ...
9
votes
2answers
458 views
What role does developing with events have in games?
Most application development is based around developing with events, but considering the game-loop style of developing games and the (often) need for high performance/throughput, what role does ...
9
votes
4answers
1k views
What technique should I use to facilitate communication between XNA GameComponents (or between components of any type in a game)?
I'm starting out on my first 'proper' game project, and I've inevitably hit a block trying to decide how game components in XNA should communicate.
From previous (Java) GUI programming events, ...
8
votes
4answers
3k views
Should I use Events in a XNA Game?
I created a button class which draw a button on the screen. When I click on it, I want to see something happening. In WinForm, I would simply use the event OnClick of the button. What about XNA?
...
8
votes
3answers
665 views
What should I be considering when designing an Event Manager System?
I have been puttering around with the fundamentals of a Java game engine, and I've reached the point where I'm ready to add in an Event Manager system.
I know, in theory, what an Event Manager should ...
7
votes
3answers
757 views
Best way to manage in-game events?
I'm working on a game where some in-game events need to happen once in a while. A nice example would be a tutorial.
You start the game, and at several points in the game an event occurs:
You ...
7
votes
3answers
1k views
Better Way To Set Up an Event System
Event Systems are amazing, they make extremely unwieldy code tame and really allow for dynamic creation of games through easy communication of objects and the game loop. I am having a hard time with ...
7
votes
2answers
412 views
Handling commands or events that wait for an action to be completed afterwards
Say you have two events: Action1 and Action2. When you receive Action1, you want to store some arbitrary data to be used the next time Action2 rolls around. Optimally, Action1 is normally a command ...
6
votes
4answers
624 views
Game Clock Precision
I'm reading a fantastic article about game timer precision and here is a quote about 2/3 of the way into the article:
If you start your game clock at about 4 billion (more precisely 2^32,
or any ...
6
votes
4answers
2k views
Per-Frame Function Calls versus Event Driven Messaging in Game Design
The traditional game design, as I know it, uses polymorphism and virtual functions to update game objects states. In other words, the same set of virtual functions are called in regular(ex: per-frame) ...
6
votes
3answers
385 views
Events, Posting vs Queuing
I'm implementing a messaging system and I'm wondering about how I should handle events. Should I post them and send them to the appropriate listeners as soon as I receive them, or should I queue them ...
6
votes
2answers
272 views
Which code module should map physical keys to abstract keys?
How do you bridge the gap between the library's low-level event system and your engine's high-level event system? (I'm not necessarily talking about key events, but also about quit events.)
At the ...
5
votes
4answers
602 views
Browser-board-game and server push
I want to start developing a browser game. Not for success, just for the sake of doing it and learning something from it.
Now, a point where I have serious problems figuring out how to deal with it ...
4
votes
2answers
651 views
How should I manage events in XNA on the Windows Phone 7 without impacting performance?
It's best-practice to not to create lots of short-lived temporary objects the heap as it'll eventually force a garbage collection during game-play.
It is best to create short lived value objects.
...
4
votes
1answer
99 views
Game State and Configuration via Events
Often "singletons" are problematic for testing, so with my next game I'm trying my best to avoid them. But there is bunch of data (configuration or game state information) that different parts of my ...
4
votes
2answers
433 views
Accuracy and frame-rate in a rhythm game
My question is related with Fixed time step vs Variable time step. But where a fixed frame-rate improve the consistency of a physics based game, is it the case for a rythm game, or wouldn't it be ...
4
votes
5answers
693 views
Should my game handle collisions in the Player object?
I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player ...
4
votes
4answers
1k views
One True Event Loop
Simple programs that collect data from only one system need only one (blocking) event loop. For example, Windows applications have the message loop, POSIX network programs usually have a ...
4
votes
4answers
644 views
Level editor event system, how to translate event to game action
I've been busy trying to create a level editor for a tile based game i'm working on. It's all going pretty fine, the only thing i'm having trouble with is creating a simple event system.
Let's say ...
3
votes
3answers
229 views
Unable to detect continuous keypress event in SDL
I am developing a game using SDL, and am unable to do continuous motion for my object when a key is held down.
I'm calling SDL_PollEvent() to retrieve all events during a frame, and passing each ...
3
votes
4answers
2k views
Multiple Key Presses in XNA?
I'm actually trying to do something fairly simple.
I cannot get multiple key presses to work in XNA. I've tried the following pieces of code.
else if (keyboardState.IsKeyDown(Keys.Down) && ...
3
votes
1answer
620 views
Flash AS3 Tower Defense MouseEvents
In my tower defense game and every tile has its own mouse event listener. I am wondering, would it be better to use one event listener (MouseEvent.CLICK) and then when it runs the function, should I ...
3
votes
0answers
61 views
Check key state or listen for event? [duplicate]
Possible Duplicate:
Polling vs event driven input
I'm trying to teach myself a bit of game development using Pygame, and I'm unsure what's the best way to approach some of the fundamental ...
2
votes
2answers
286 views
pointers to member functions in an event dispatcher
For the past few days I've been trying to come up with a robust event handling system for the game (using a component based entity system, C++, OpenGL) I've been toying with.
class EventDispatcher {
...
2
votes
2answers
274 views
Simulating probability
Stupid stupid question but here we are..
so, I want to generate some random events for an iPhone game but I guess this could be applied to any game written with a framework that suppports calls to ...
2
votes
1answer
83 views
Time critical events based on framerate
Problem Description
Basically, I've made a "programming game" in which I've made my own scripting language. It is a completely standard Lunar Lander game, though instead of directly controlling the ...
2
votes
2answers
268 views
Creating Rectangle-based buttons with OnClick events
As the title implies, I want a Button class with an OnClick event handler. It should fire off connected events when it is clicked.
This is as far as I've made it:
public class Button {
public ...
2
votes
2answers
101 views
How do I drag my widgets without dragging other widgets?
I have a bunch of drag-able widgets on screen. When I am dragging one of the widgets around, if I drag the mouse over another widget, that widget then gets "snagged" and is also dragged around.
...
2
votes
4answers
826 views
Flash framerate reliability
I am working in Flash and a few things have been brought to my attention. Below is some code I have some questions on:
addEventListener(Event.ENTER_FRAME, function(e:Event):void
{
if (KEY_RIGHT)
...
2
votes
1answer
120 views
Any problems with Event usages within XNA on Xbox/Phone
This is a slightly vague one but I am currently looking at a couple of areas of my current framework, such as spatial partitioning and UI based menus, and with UI menus it makes sense to have an event ...
2
votes
1answer
203 views
Handling game logic events by behavior components
My question continues on topic discussed here
I have tried implementing attribute/behavior design
and here is a quick example demonstrating the issue.
class HealthAttribute : public ActorAttribute
{
...
2
votes
1answer
70 views
How to apply effects that occur (or change) over time to characters in a game?
So assume that I have a system that applies Effects to Characters like so:
public class Character {
private Collection<Effect> _effects;
public void AddEffect (Effect e) {
...
2
votes
0answers
257 views
Creating a level editor event system
I'm designing a level editor for game, and I'm trying to create sort of an 'event' system so I can chain together things. If anyone has used RPG Maker, I'm trying to do similar to their system. Right ...
1
vote
4answers
738 views
SDL - Getting a single keypress event instead of a keystate?
Right now I'm working on a simple SDL project, but I've hit an issue when trying to get a single keypress event to skip past a splash screen. Right now, there are 4 start-up splash screens that I ...
1
vote
2answers
212 views
what is the best way to use loops to detect events while the main loop is running?
I am making an "game" that has pathfinding using pygame. I am using Astar algo.
I have a main loop which draws the whole map. In the loop I check for events. If user press "enter" or "space", random ...
1
vote
4answers
607 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:
...
1
vote
2answers
157 views
Coding Dynamic Events?
I have no idea what the title of this question should be so bare with me.
My game has turns. On a turn a player does something and this can result in a random number of explosions that occur at ...
1
vote
3answers
64 views
How to create / draw clickable object (such as Button in WinForm) in XNA WP8?
I am developing a 2D (No 3D in every aspect) Windows Phone 8 turn based tactical games for my college project. I use Monogame.
I want to draw an object similar to Button in windows form, that if the ...
1
vote
2answers
581 views
Efficiently checking input and firing events
I'm writing an InputHandler class in XNA, and there are several different keys considered valid input (all of type Microsoft.XNA.Framework.Input.Keys). For each key, I have three events:
internal ...
1
vote
1answer
133 views
How can I throttle certain player actions?
Background
I have a variable time step, component based game, with components that collectively hold an entity's properties and different systems that act on entities with certain required ...
1
vote
3answers
661 views
create an event for every enum value (game action handeling)
I'm currently working on creating an input-action system for my game. I simply wanted an easy way to map an ingame action to a certain key.
I've managed to do so with the following method:
Create a ...
1
vote
2answers
424 views
Problems with Creating Snake's Clone on Java
I'm creating Snake's clone. My app have too classes: Snake.java and Board.java.
Right now I have three problems:
1) There are two constants - BOARDS_WIDTH, BOARDS_HEIGHT. They are meant to be ...
1
vote
1answer
466 views
Using Event Driven Programming in games, when is it beneficial?
I am doing a refresher on ActionScript 3.
Other than using rudimentary tools like, Event.ENTER_FRAME and using events to receive input from the user's mouse and keyboard, I find that I rarely use ...