Event is action that is usually happenes "outside" of main program thread, but handled inside of it.

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35
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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
586 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
955 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
760 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
2answers
453 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
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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
5answers
702 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 ...
7
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? ...
7
votes
3answers
732 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
606 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
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
403 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
615 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
372 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
269 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
596 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
650 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
84 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
429 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
668 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
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4answers
627 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
219 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
609 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
60 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
271 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
264 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
2answers
238 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
99 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
813 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
119 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
198 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
66 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
251 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
688 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
206 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
586 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
149 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
2answers
556 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
130 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
652 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
411 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
435 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 ...
1
vote
1answer
203 views

Unit selection - logic & screen communication

I'm building a game using SFML, with disconnected logic & screen systems that run on different threads and communicate through synchronised buffers. Now, this system worked perfectly well when I ...
1
vote
2answers
605 views

Flash Custom Events

I am working on a Flash Tower Defense game. I have a main game loop which is an eventListener for each frame. Whenever you gain money or lose a life, I want the GameUI to be updated to display this ...

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