Re: [Haskell-cafe] Netwire, keyboard events, and games

2013-02-16 Thread Ertugrul Söylemez
Kata Recurse wrote: > This is the approach that I currently use; it was pointed out to me > that polling the state of the keys on every input is considered bad > practice since it means that key clicks that happen in between physics > updates don't get registered at all, hence why I wanted to use

Re: [Haskell-cafe] Netwire, keyboard events, and games

2013-02-16 Thread Kata Recurse
On Feb 16, 2013, at 18:14, "Ertugrul Söylemez" wrote: > Patrick Hurst wrote: > >> I'm using netwire to build a game; one of the things the player can do >> is move around using WASD. I want to use key *events* as the 'basis' >> of my wires, not the entire state vector of the keyboard so that, fo

Re: [Haskell-cafe] Netwire, keyboard events, and games

2013-02-16 Thread Ertugrul Söylemez
Patrick Hurst wrote: > I'm using netwire to build a game; one of the things the player can do > is move around using WASD. I want to use key *events* as the 'basis' > of my wires, not the entire state vector of the keyboard so that, for > example, a press event on D increments the velocity by (20

[Haskell-cafe] Netwire, keyboard events, and games

2013-02-15 Thread Patrick Hurst
I'm using netwire to build a game; one of the things the player can do is move around using WASD. I want to use key *events* as the 'basis' of my wires, not the entire state vector of the keyboard so that, for example, a press event on D increments the velocity by (200, 0) and a release event decre