I am reading Game Coding Complete and the author recommends Event Driven communication among game objects and modules. Basically, all living game actors should communicate with the key modules ...
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) && ...
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 ...
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 ...
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 ...
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 ...
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 ...
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 ...