Re: [w3c/gamepad] Add gamepad input events (#152)

Is the event API meant to *replace* the polling API?

Frankly this proposal doesn't make any sense, because gameplay isn't event driven, it's update driven. And it's often done in "phases", where input means different things at different times and in different contexts. So if I'm caching events to consume them during my game loop, that's actually *worse* than polling.

What does an gamepad event handler look like in practice? Is my event handler supposed to contain game logic in it? "onJumpPressed, add velocity if Mario is not swimming and not on a trampoline on time 0-10 and did not just bounce off an enemy and does not have a a powerup"? And you'd have to do that for every single entity in the entire game for every single input...

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Received on Monday, 23 May 2022 19:20:40 UTC