Event is action that is usually happenes "outside" of main program thread, but handled inside of it.
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 ...
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 ...
5
votes
4answers
597 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 ...
1
vote
2answers
606 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 ...
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 ...
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 ...
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.
...
-3
votes
2answers
110 views
Are there companies that can store the stream of each user event? [closed]
I want a company that can store in a database of it's own the stream of clicks each user does (my game is programmed in action script), of course I will define what data and when to store it. Bear in ...
4
votes
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 ...
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)
...
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 ...
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) ...
35
votes
8answers
5k 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 ...
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) && ...
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 ...
18
votes
3answers
587 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 ...
12
votes
3answers
761 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 ...
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 ...
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 ...