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      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.
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DrColossus

Raw Input mouse stutter/jitter

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I'm using the raw input API for all input events in my own engine, and everything works just fine.
Well, as long as i only run the executable itself.
 
I also started working on an editor tool suite in Winforms/C#.
The editor starts the engine in a separate process and passes it's window handle along. The engine then creates a child window and renders everything inside the editor, similar to how the BitSquid tools work (http://bitsquid.blogspot.de/2010/04/our-tool-architecture.html).
 
And that's where my problems arise:
Whenever i hold down a button on my keyboard while the engine is running within the editor window, the mouse input gets very jittery.
 
Here are two small 60fps videos (~500KB in size) showing the issue:
 
The jitter starts to appear whenever the windows key repeat kicks in.
I don't have a lot of experience in Win32/WinForms, so i'm currently at a loss about how to fix this.
 
Other games seem to exhibit similar (the same?) issues:
 
Battlefield 3:
http://www.youtube.com/watch?v=Apwx26xCDa4
http://www.youtube.com/watch?v=eR1Z_FC-L1U
 
Counter-Strike Source:
http://www.youtube.com/watch?v=AAnvrsKchD8
 
The BF3 fix was to limit "RenderFramesAhead" to 1, forcing that in the driver (Nvidia 320.49, GTX580) doesn't fix it in my case.
the CS:S solution was to use raw input, which i already do.
 
 
Does anyobody have any ideas on what might be causing this?
Edited by DrColossus
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I have since changed the rawinput message handling to run on a different thread as a workaround, using an invisible window with blocking GetMessage() calls.

 

Everything is smooth now in all circumstances, though i'd really like to know what was causing this behaviour.

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