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9

Split this into several layers. At the lowest layer you have raw input events from the OS. SDL keyboard input, mouse input, joystick input, etc. You might have several platforms (SDL is a least-common-denominator lacking several input forms, for instance, which you might later care about). You can abstract these with a very low-level custom event type, ...


7

As wished by the thread starter, I elaborate on event managers. They are a good way to handle input I think. An event manager is a global class which allows to both register callback functions to keys and to fire keys. The manager stores registered functions in a private list under their key. Each time a key gets fired, all registered callbacks are ...


3

No. You can choose whichever coordinate system you want. The only thing to maybe consider is what coordinate systems your tools and models are in; converting is no biggie but there's only headaches to be found in being too different. There's a lot of opinion about coordinate. I've been witness to some rather heated debates about whether it makes "more ...


3

Was it necessary for a game developer (in Android, game consoles, online, or in desktop) to display the loading screen to cover unfinished rendered game environment and to prevent from other users thinking that this game is either lagging or freeze. Yes, loading screens are used to hide resource loading and it's somehow a more entertaining way to ...


3

The most common form of interpolation is linear interpolation. However, in the case of animating curve splines, another common one is spline interpolation.


3

Generally speaking, most people plug in a 45 degree angle in for the FOV. If you do this, a camera is then usually positioned just far enough away to include everything in the scene. No default on this distance because scale is so arbitrary in a 3d virtual world. There is a concept of a default lighting rig where you have 3 directional lights. One lighting ...


2

In general, you should have an interpolation function f of any kind that satisfies: f(0) = 0; f(1) = 1; f(x) is continuous for all 0 < x < 1 (this can obviously be relaxed if you want jumps); 0 <= f(x) <= 1; and f(x) increasing for 0 < x < 1 (unless you want goofy effects). Ones that are computationally easier to do are ...


2

A few things to consider : What happens after your fake loading screen is over in the case some user has a machine slower than yours? (Which will happen) Making a loading screen has never been a rule (i do not know if there is "rules" in video game making) but a good practice to prevent users with slower machines to see objects pop on the screen. If after ...


1

Usually the player remembers the direction each keys gives regardless of the position. Because of that exact moment of use. It's not an issue if each key just gives one direction.But do not take my word for it; You should play test it. There is no convention for this. Let your friends play both inputs and request feedback. Play testing is fundamental to ...


1

Leader election is an interesting topic, and there are several solutions available. One such solution is the "bully algorithm", in which all clients (including the host) have unique IDs, which determine rank/priority to control an election. When a client detects that the host is no longer present, it sends out an inquiry to higher ranked nodes to see if ...



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