• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
robee00

Command processing

4 posts in this topic

Hi!

I have a debug console in my XNA project, and I don't have a good idea how to efficiently process the implemented commands.
My first idea was the ol' good if-else if-else if. But then I got the List<...> idea, with the Find() function. Is there a better and "faster" way to do it?
0

Share this post


Link to post
Share on other sites
Generally, the bottleneck will be the user here. They won't be able to type too many commands quickly, and even if you have tens of thousands of commands, a linear search by name would still appear quick for the user. There are better places to optimise.

Still, storing the commands in a map or dictionary would be a typical approach, and is algorithmically efficient.
1

Share this post


Link to post
Share on other sites
So I was trying to find a good way to approach this issue recently as well. I'm on a C++ platform, and this is pseudo-code for how I handled it.

[source lang="cpp"]//Runs the game loop
void GameLoop() {
while(!GameFinished()) {
PollUserInput();

//Display and perform update code here.
}
}

//A mapping of key to event.
//This is an array here, but it can be implemented dynamically as well (to perform user-defined
//key bindings use a map or something)
//For debugging this is fine.
int keyArray[][2] = {
{'A', INPUT_EVENT_MOVE_LEFT},
{'D', INPUT_EVENT_MOVE_RIGHT}
};


//Polls the keyboard input and creates a pre-defined event. All
//other keys are ignored.
void PollUserInput() {
unsigned int lenKeyArray = sizeof(keyArray)/(2*sizeof(int));

for (unsigned int i = 0; i < lenKeyArray; ++i) {
if (IsKeyPressed(keyArray[ i ] [i][ 0 ])) {
HandleEvent( keyArray[i][ i ] [ 1 ] );
}
}
}[/i][/i]

//Handle input event.
void HandleEvent( int event) {
switch(event) {
case INPUT_EVENT_MOVE_RIGHT:
//Move character right
break;
case INPUT_EVENT_MOVE_LEFT:
//Move character left
break;
default:
//Do nothing, unsupported event
break;
}
}
[i][i][/source]

The implementation itself will be different on XNA, but the point is:
1. Only button-event pairs that are defined are checked.
2. The only crazy switch statement you need to have is in HandleEvent(). This means you don't mix input [i]logic[/i] from input [i]behavior[/i], and you can modify either without affecting the other. This was important for me at least.
3. Implicitly ignores unimplemented keys.
4. Easy to extend to dynamically bindable keys (from user-defined, or read from file, or whatever). As long as the INPUT_EVENT flag is handled by HandleEvent, it will be used. You could even extend HandleEvent to handle the flags in different ways depending on the state of the game.

This is just an example, there are many ways of doing it, but I found that the simplest is to not overcomplicate it, especially for debugging. Edited by scyfris
0

Share this post


Link to post
Share on other sites
Ugg, for some reason my code wasn't displayed properly.

Poll input should look like this:

void PollUserInput() {
unsigned int lenKeyArray = sizeof(keyArray)/(2*sizeof(int));
for (int i = 0; i < lenKeyArray; ++i) {
if (IsKeyPressed(keyArray[ i ][ 0 ])) {
HandleEvent( keyArray[ i ][ 1 ] );
}
}
}
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0