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

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Programming game logic outside the game loop

Is there any way I can program (in Java or Python, but open to other solutions) some game logic based on events, timed and sent by player input, without dealing with it inside the game loop, by having ...
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141 views

Event handling on own UI implementation in XNA

I´m creating a game in XNA with my own UI and its controls/components. Currently I have some problems with the event handling. Let me tell me the way I do it right now. Every object is handles as a ...
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Missing keyup event

I have a pretty generic input class. In the main app, I forward an event to the game. The game an input object that manages Keyup and Keydown presses. It stores the keys pressed in a ...
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294 views

How to change the speed of the gameobject moving on the itween path

I have set an itween path for an object to move.And I have written the code as iTween.MoveTo(gameObject,iTween.Hash ("path",iTweenPath.GetPath("train"),"time",300)); The above code is working for ...
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998 views

Windows Events lag behind

I'm making a simple openGL application and so far I can get the window to display, the update/render loop work, and it processes windows events (like WM_QUIT and WM_MOUSE). I've found though that ...
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How do I manually submit a new UI InputField in code?

I need some conditions for submitting the text inside of an Inputfield, however I cannot find a way to do this via code. I was expecting something simple like with WPF or WinForms, but I cannot find ...
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171 views

Farseer Physics EndContact events don't fire for all registered delegates

Here's my situation: I have several objects that contain a body and a fixture. They are set to sensor = true; atmosphere = BodyFactory.CreateCircle(world, atmosphereRadius / Level.METER_IN_PIXELS, ...
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43 views

Unity Input manager with chain of responsibility and delegates

I am working with unity and I am trying to build a better input system for my game. In essence there would be a singleton class that is the input manager. The player would subscribe to the manager ...
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How to load in movable (full) models?

I've created a rendering engine in Haskell, and I've got an OBJ model loader. Obviously, the models I've loaded in a complete set of vertices, normals and texture coordinates for the model. But say, ...
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Change pointerDrag target during a drag

In Unity, I am trying to change which GameObject is receiving drag messages from my EventSystem's StandaloneTouchInputModule. E.g., while I'm dragging one object, a script reassigns who is receiving ...
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How to make touch events work in a match three type game

In "match three" types of games like Crazy Kitchen, when the user touches an image, he can drag his finger over multiple images and create a change in each image he touches in a single gesture. You ...
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(libgdx) how to make an actor transmits the events it receives to its children?

I use the following class : public class InGameMenu extends Actor{ /** VARIABLES **/ private boolean debug= true; private float x,y,width,height, margin; private static final String TAG = ...
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SharpDX: listen to SizeChanged

I am using SharpDX and the SharpDX.Toolkit.Gameclass within a WPF-Application. The SharpDX stuff is hosted within a SharpDXElementcontrol, like this: var element = new SharpDXElement ...
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changing camera's reference point position by a keyboard event

I would like to change the camera's reference point position using gluLookAt. I would like that it changes when I press for exemle 'a'. I tried with: void VueOpenGL::Paint(wxPaintEvent&){ ...