Re: [Gamepad] Liveness of Gamepad objects

There's two aspects that should not be overlooked.

   1. Some events only make sense in unison. For instance the input of a
   2-axis knob. On many OS implementations, change events for each axis arrive
   separately in short succession. However to an application programmer,
   getting first the X axis change, and then the Y axis change may not make
   sense. A common result of doing this would be that instead of getting a
   diagonal movement, a stepped movement is displayed. The technique employed
   by many native application programmers to this kind of problem is to
   coalesce events they deem to belong together into one event.
   2. Input -> Output latency is a significant concern for input devices
   used to produce an output. One way to minimize the latency is called "time
   warp" in which most of the frames tasks that are not directly influenced by
   the input are completed. Then the program idles till nearly the end of the
   frame, polls the input (which should arrive fresh) and then completes the
   rest of the (ideally constant time) tasks just before the frame runs out.

Received on Wednesday, 30 April 2014 08:35:07 UTC