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
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
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
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