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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, ...


6

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 ...


4

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

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 ...


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 ...



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