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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.

Andii

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  1. The question is what is reported by the framework, not what does a keyboard have. A keyboard has physical keys, the framework reports key pressed/released state by so called raw keys via the Murl::Input::IRawKeyboardDevice interface. You are right, the RawKey enumeration is missing on the Web-Site (we are still in open beta phase), but the enumeration can be found in the corresponding header file which is typically used during development. On the other side every operating system does some kind of mapping a physical key to a localized character. Such a mapped character can be called vanilla key. The Murl::Input::IKeyboardDevice interface reports these characters and yes of course, these characters are UTF8 encoded, think about e.g. a korean keyboard. The framework do not report raw keys for non-physical keyboards e.g. touch screen keyboards on mobile devices.    The methods are documented and the keyboard support does work on all supported platforms.   In the order the keys are reported by the operating system (probably the order the keys are pressed). The strings are defined by the corresponding pressed key.   The framework simply provides exactly the same information on all supported platforms. Configuring arbitrary keys and other features are not supported by the framework. A sample code for using the IKeyboardDevice is available in the Tutorial section in Chapter02 Tutorial01.   Joystick support is currently not implemented in the framework's platform code. n the current stage the framework is focused on mobile platforms which do not support joysticks by default. The joystick interface is unfinished and prepared for supporting gaming consoles and pc in the future (the current interface is based on a N64 controller).