Re: [AD] Shawn's thoughts about new Allegro |
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Grzegorz Adam Hankiewicz wrote:
[snip]
"timing is everything" and you have some clunky 5 fps? Come on, you
surely must have a better argument. Otherwise I don't see how the user can
benefit having precise input with _very_ unprecise graphic representation
(the lowest I could accept from one of my own games was 15 fps, below
that it was not a game, just a useless slideshow).
Very often, you simply can't control what goes on in the background. Frame
rate can drop easily with a little disk activity induced by some famous
operating system which shall remain nameless.
Now, what do you do with the fact that al_readkey() uses a serial buffer
and can't detect simultaneous key presses? And I am saying the kind
of pressing up, right, alt to slide, firing continously and pressing a
third button to release some bomb.
Oh, right. I kinda forgot about those :/
In SUUTB, we serialized both key press events and key release events. This
way, detecting multiple keys is quite simple - just check which keys have
been pressed but not released.
I guess it would make it a pain for regular Allegro games though.
Perhaps something like:
do {
/* Game loop */
al_next_input_tick();
if (al_key_pressed(KEY_ALT) && al_key_pressed(KEY_SPACE)) {
do_stuff();
}
}
Well, I'm just tossing ideas around.
--
- Robert J Ohannessian
"Microsoft code is probably O(n^20)" (my CS prof)
http://pages.infinit.net/voidstar/