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Tag: input handling

C++ Dev Game Engine
Modified (。・ω・。) 30th Mar '20

Bridging the Input Manager with Input Event Database

Introduction In a previous post, an idea was discussed on how to handle input events with our ECS architecture. Basically, the input events are fetched from somewhere and put into…

C++ Dev Game Engine
Modified (。・ω・。) 29th Mar '20

Input Handling with Entity-Component-System Architecture

The Problem The Entity-Component-System architecture forces us to process the game data in a somehow functional fashion: The Entity Database is processed sequentially by each System (ignore the possibility of…

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Recent Posts

  • Fixing Missing $ Inserted
  • System Executive – TBD
  • Debugging Iterator Race Condition Caused by Entity Page Insertion during Iteration
  • Concurrent Entity Access
  • Bridging the Input Manager with Input Event Database

Recent Comments

  • System Executive – Yukino's Dev Blog on Concurrent Entity Access
  • Concurrent Entity Access – Yukino's Dev Blog on Debugging Iterator Race Condition Caused by Entity Page Insertion during Iteration
  • Debugging Iterator Race Condition Caused by Entity Page Insertion during Iteration – Yukino's Dev Blog on Concurrent Entity Access
  • Concurrent Entity Access – Yukino's Dev Blog on Bridging the Input Manager with Input Event Database
  • Bridging the Input Manager with Input Event Database – Yukino's Dev Blog on Input Handling with Entity-Component-System Architecture