U''re right it is a bad idea to use message based inputs in a FPS-style game since at a low frame rate you will notice some sort of controls-latency. A good alternative(besides DirectInput) is to use void GetCursor(POINT)(i believe) in order to get the current mouse coordinates. Since the latency problem will arise with keyboard controls as well u should consider using GetAsyncKey(int keycode) to retrieve keypresses instead of the corresponding window messages.
cu
WM_MOUSEMOVE problems
Humm... That''l work but it won''t be quite as easy at it seems for me. I''ll have to use multiple arrays for the keys for example as my engine is event based and I only need change of state rather than absolute states.
Sems like this could work though... might as well get on to it...
Sems like this could work though... might as well get on to it...
You should be recieving WM_MOUSEMOVE regardless of what buttons are down. Post your code because if you''re not recieving the messages there is something definately wrong somewhere.
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