# Unity glfwSetKeyCallback & Member Functions

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I'm trying to set a member function as a callback for glfwSetKeyCallback and I'm not sure on how to go about it. I noticed someone else was having the same problem but their solution was to switch to a new framework! If anyone has had any success with this I would be greatly interested in hearing about it.

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The best thing I can think of is rather than use your class member function directly, you should just wrap it in a function that GLFW likes and procede from there. For example:
class MyInput{public:   static void processKeys(int key, int action)   {      ...   }};...void GLFWCALL KeyWrapper(int key, int action){   MyInput::processKeys(key, action);}...glfwSetKeyCallback( KeyWrapper );

It's just a little more work, but it [should] get the job done fine. Note you can also not use a static function if you already have some global input class or one instance of it:
class MyInput{public:   void processKeys(int key, int action)   {      ...   }};extern MyInput MyInputVar;...void GLFWCALL KeyWrapper(int key, int action){   MyInputVar.processKeys(key, action);}...glfwSetKeyCallback( KeyWrapper );

So if you had muliple input objects or other classes that needed input as well so you do not dispatch from the input class itself, you can do so too. Good luck!

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• By Ovicior
Hey,
So I'm currently working on a rogue-like top-down game that features melee combat. Getting basic weapon stats like power, weight, and range is not a problem. I am, however, having a problem with coming up with a flexible and dynamic system to allow me to quickly create unique effects for the weapons. I want to essentially create a sort of API that is called when appropriate and gives whatever information is necessary (For example, I could opt to use methods called OnPlayerHit() or IfPlayerBleeding() to implement behavior for each weapon). The issue is, I've never actually made a system as flexible as this.
My current idea is to make a base abstract weapon class, and then have calls to all the methods when appropriate in there (OnPlayerHit() would be called whenever the player's health is subtracted from, for example). This would involve creating a sub-class for every weapon type and overriding each method to make sure the behavior works appropriately. This does not feel very efficient or clean at all. I was thinking of using interfaces to allow for the implementation of whatever "event" is needed (such as having an interface for OnPlayerAttack(), which would force the creation of a method that is called whenever the player attacks something).

Here's a couple unique weapon ideas I have:
Explosion sword: Create explosion in attack direction.
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• Hi fellow game devs,
First, I would like to apologize for the wall of text.
As you may notice I have been digging in vehicle simulation for some times now through my clutch question posts. And thanks to the generous help of you guys, especially @CombatWombat I have finished my clutch model (Really CombatWombat you deserve much more than a post upvote, I would buy you a drink if I could ha ha).
Now the final piece in my vehicle physic model is the differential. For now I have an open-differential model working quite well by just outputting torque 50-50 to left and right wheel. Now I would like to implement a Limited Slip Differential. I have very limited knowledge about LSD, and what I know about LSD is through readings on racer.nl documentation, watching Youtube videos, and playing around with games like Assetto Corsa and Project Cars. So this is what I understand so far:
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- Is the speed at the input shaft of the diff always equals to the average speed of 2 wheels ie (left + right) / 2?
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and friendly easy working with others Programmer willing to use Skype for communication with team please E-mail me if you're interested
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and friendly easy working with others willing to use Skype for communication with team please E-mail me if you're interested
we can talk more detail in Estherfanworld@gmail.com Don't comment here
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