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Input change for PR?

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Chris, You didn''t respond to my message about making the keyboard input routine become a seperate thread. OK. Maybe you don''t know how or want to do this. What about changing the keyboard routine, so that DInput uses buffered keyboard data vs. the immediate data mechanism PR uses now? I''m worried about lost keyboard messages. The current mechanism only gets a current snapshot of what keys are pressed during a small section of code. UpdateMessages(). This only gets executed once per frame. The less FPS there are, the more chances that keypress''s will be lost. (Unresponsive games suck!) With keyboard buffering, we can avoid it.

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