From: Andres R. <and...@ho...> - 2002-01-25 20:38:45
|
I have noticed, that the keyboard input in GLUT is piss-poor. It only = catches one key at a time, and has that sticky-key thing that windows = and text editors like to do. Is there a way to fix this, or is there a = better input handler we could be using? p.s. I'll try not to flood so much I guess, a message board would solve = this nicely. Until you get the sf.net one going, everyone's welcome to = use mine: http://www.reinot.com/ should have a link to it on the main = page (the link itself is a CGI mess) |
From: Kevin M. <ke...@vr...> - 2002-01-25 20:56:32
|
flooding isn't a problem. just hit delete if you don't want to read. forums would be cool though, I think it would add a much needed "in your face" history of each topic. On Fri, 25 Jan 2002, Andres Reinot wrote: > I have noticed, that the keyboard input in GLUT is piss-poor. It only catches one key at a time, and has that sticky-key thing that windows and text editors like to do. Is there a way to fix this, or is there a better input handler we could be using? > > p.s. I'll try not to flood so much I guess, a message board would solve this nicely. Until you get the sf.net one going, everyone's welcome to use mine: http://www.reinot.com/ should have a link to it on the main page (the link itself is a CGI mess) > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Chad A. <ae...@ae...> - 2002-01-25 22:55:23
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> flooding isn't a problem. just hit delete if you don't want to read. I don't want to seem to be arguing little things all of the time, but flooding *is* a problem. Maybe not yet on this list, but there are lot of discussions on the cygwin mailing list (and any popular mailing list in general) that should be discussed on IRC: the relevant issue has already been resolved, and now it's just a bunch of people asking for the same thing over and over again. "just hit delete if you don't want to read" is the same line used by spammers. It's still costs us, because we have to evaluate whether we want to read it or not, and when ISU's network is being really flaky (LIKE NOW) or when you're on a slow link, checking large volumes of e-mail is a problem. |
From: Ben S. <bs...@vr...> - 2002-01-25 23:09:32
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time for my take: ^_^ we're trying to provide lots of different ways for club members to communicate with each other so that we can all help each other learn to make games. i feel that the more ways we can communicate with each other the better. so if you want to use IRC, great! just keep a log of the discussion and post it on the web site so other members can learn from the discussion. if you like having the information come to you via email, then talk over the email mailing lists. i'm working on evaluating a postnuke forums plugin for our web site and we should have forums by the end of the weekend. if that's the way you like your pie, use that. if you prefer the wiki, then use the wiki (although it's not as good as the others in terms of answering questions expediently). bascially what i'm trying to say is use whatever method works best for you. remember that you can also setup your subscription to the mailing lists as a digest, so you only get one email once in a while with all the messages since the last digest. if you're unhappy about the amount of traffic on the list, but still want to be on the list, this could help end your woes. personally, i am an email sort of guy. i'm lazy and don't want to have to go check for new information. i must say though that over the last week or so, i've been very excited by the amount and way we as members have been helping each other learn to make the games we want to play. cheers, ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Fri, 25 Jan 2002, Chad Austin wrote: > > flooding isn't a problem. just hit delete if you don't want to read. > > I don't want to seem to be arguing little things all of the time, but flooding > *is* a problem. Maybe not yet on this list, but there are lot of discussions on > the cygwin mailing list (and any popular mailing list in general) that should be > discussed on IRC: the relevant issue has already been resolved, and now it's > just a bunch of people asking for the same thing over and over again. > > "just hit delete if you don't want to read" is the same line used by spammers. > It's still costs us, because we have to evaluate whether we want to read it or > not, and when ISU's network is being really flaky (LIKE NOW) or when you're on a > slow link, checking large volumes of e-mail is a problem. > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > |
From: Kevin M. <ke...@vr...> - 2002-01-25 23:15:43
|
> so, i've been very excited by the amount and way we as members have been > helping each other learn to make the games we want to play. yep... very much. keep up the talk and development. it's really cool! > > cheers, > ----- > Ben Scott > President ISU Game Developers Club > Treasurer ISU Ballroom Dance Company > bs...@ia... > > > > On Fri, 25 Jan 2002, Chad Austin wrote: > > > > flooding isn't a problem. just hit delete if you don't want to read. > > > > I don't want to seem to be arguing little things all of the time, but flooding > > *is* a problem. Maybe not yet on this list, but there are lot of discussions on > > the cygwin mailing list (and any popular mailing list in general) that should be > > discussed on IRC: the relevant issue has already been resolved, and now it's > > just a bunch of people asking for the same thing over and over again. > > > > "just hit delete if you don't want to read" is the same line used by spammers. > > It's still costs us, because we have to evaluate whether we want to read it or > > not, and when ISU's network is being really flaky (LIKE NOW) or when you're on a > > slow link, checking large volumes of e-mail is a problem. > > > > _______________________________________________ > > ISUGameDev-devel mailing list > > ISU...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > > > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Kevin M. <ke...@vr...> - 2002-01-25 23:12:55
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I really didn't say it, but I was thinking that his post was not a flood. Posts asking for help are not floods. Technical back and forth discussions are floods and should be taken offline. Then as curtosy the resolution should be posted for all to see and learn from... basically keep it to a minimum, but also try to help out your fellow club member. help is partly why this club is here. kevin On Fri, 25 Jan 2002, Chad Austin wrote: > > flooding isn't a problem. just hit delete if you don't want to read. > > I don't want to seem to be arguing little things all of the time, but flooding > *is* a problem. Maybe not yet on this list, but there are lot of discussions on > the cygwin mailing list (and any popular mailing list in general) that should be > discussed on IRC: the relevant issue has already been resolved, and now it's > just a bunch of people asking for the same thing over and over again. > > "just hit delete if you don't want to read" is the same line used by spammers. > It's still costs us, because we have to evaluate whether we want to read it or > not, and when ISU's network is being really flaky (LIKE NOW) or when you're on a > slow link, checking large volumes of e-mail is a problem. > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Kevin M. <ke...@vr...> - 2002-01-25 21:01:15
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how is it "piss poor"? I guess I don't know what sticky key means. As I remember you can configure GLUT to have an event triggered for KEY_DOWN, and one for KEY_UP. -or- you can configure it for the normal crappy windows (might be default) way where you hold donw the key, and it repeats (dending lots of events)... anyway, check out the glutKeyboardFunc and glutKeyboardUpFunc. one is for down events, and one is for up events. in GLUT 3.7 it handles the edge triggering as I mentioned before. It really isn't bad. The callback being called for each individual key is reasonable since I'm not even sure the hardware can detect multiple hits at once (it's serial right?)... I would use the two keyboard funcs as collectors. then in your draw loop act on what buttons are pressed (by polling the data collected every frame)... this has worked very well for me in the past, much better than piss-poor IMHO... Kevin On Fri, 25 Jan 2002, Andres Reinot wrote: > I have noticed, that the keyboard input in GLUT is piss-poor. It only catches one key at a time, and has that sticky-key thing that windows and text editors like to do. Is there a way to fix this, or is there a better input handler we could be using? > > p.s. I'll try not to flood so much I guess, a message board would solve this nicely. Until you get the sf.net one going, everyone's welcome to use mine: http://www.reinot.com/ should have a link to it on the main page (the link itself is a CGI mess) > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |
From: Ben S. <bs...@vr...> - 2002-01-25 22:20:18
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you'll also want to call glutIgnoreKeyRepeat( 1 ) before entering the glutMainLoop(). This will tell glut not to repeatedly call your KeyboardFunc and just do the edge triggering that kevin described. for a bigger example of using glut's keyboard and mouse input, check out the simple glut app posted by kevin. be warned that it sets up opengl for 3D drawing and not 2D as we showed at the last meeting. http://cvs.sf.net/cgi-bin/viewcvs.cgi/*checkout*/isugamedev/examples/simple.glut/ cheers, ----- Ben Scott President ISU Game Developers Club Treasurer ISU Ballroom Dance Company bs...@ia... On Fri, 25 Jan 2002, Kevin Meinert wrote: > > how is it "piss poor"? I guess I don't know what sticky key means. As I > remember you can configure GLUT to have an event triggered for KEY_DOWN, > and one for KEY_UP. -or- you can configure it for the normal crappy > windows (might be default) way where you hold donw the key, and it repeats > (dending lots of events)... > > > anyway, check out the glutKeyboardFunc and glutKeyboardUpFunc. one is for > down events, and one is for up events. in GLUT 3.7 it handles the edge > triggering as I mentioned before. It really isn't bad. > > The callback being called for each individual key is reasonable since I'm > not even sure the hardware can detect multiple hits at once (it's serial > right?)... > > I would use the two keyboard funcs as collectors. then in your draw loop > act on what buttons are pressed (by polling the data collected every > frame)... > > this has worked very well for me in the past, much better than piss-poor > IMHO... > > > Kevin > > > On Fri, 25 Jan 2002, Andres Reinot wrote: > > > I have noticed, that the keyboard input in GLUT is piss-poor. It only catches one key at a time, and has that sticky-key thing that windows and text editors like to do. Is there a way to fix this, or is there a better input handler we could be using? > > > > p.s. I'll try not to flood so much I guess, a message board would solve this nicely. Until you get the sf.net one going, everyone's welcome to use mine: http://www.reinot.com/ should have a link to it on the main page (the link itself is a CGI mess) > > > > |
From: Jon <jk...@mu...> - 2002-01-25 21:20:51
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At 02:40 PM 1/25/2002 -0800, Andres Reinot wrote: >I have noticed, that the keyboard input in GLUT is piss-poor. It only >catches one key at a time, and has that sticky-key thing that windows and >text editors like to do. Is there a way to fix this, or is there a better >input handler we could be using? GLUT is great if you have an idea and want to code it up quickly and easily, but really shouldn't be used beyond the "demo" form of a game. One good reason being most non-programmers don't have the glut dlls on their systems (when you're ready for distribution)... another being you'll want to have more control and flexability in setting up the window properties, render, etc. There's plenty of source out there to show you how to use Windows message callback function to handle keyboard (among other things) feedback. |
From: Kevin M. <ke...@vr...> - 2002-01-25 21:26:55
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good suggestion jon. Although I think a game could be shipped with the glut dll's, and the performance would be just fine in most cases. mosdt of it is just using the right functions (like using the GameGLUT functions introduced in 3.7)... Like you said, I'd definately start my game in glut. Then if performance ever bothers you (it's never bothered me, I've gotten 70-300 fps before (with vsync off of course)) you can write your own Window and Input classes for every platform (yay, no fun)... glut rules since it runs everywhere. and because it defines a nice API to use (i.e. no Win32 yuk API or programming styles to get in your way)... On Fri, 25 Jan 2002, Jon wrote: > At 02:40 PM 1/25/2002 -0800, Andres Reinot wrote: > >I have noticed, that the keyboard input in GLUT is piss-poor. It only > >catches one key at a time, and has that sticky-key thing that windows and > >text editors like to do. Is there a way to fix this, or is there a better > >input handler we could be using? > > GLUT is great if you have an idea and want to code it up quickly and > easily, but really shouldn't be used beyond the "demo" form of a game. > One good reason being most non-programmers don't have the glut dlls on > their systems (when you're ready for distribution)... another being you'll > want to have more control and flexability in setting up the window > properties, render, etc. > There's plenty of source out there to show you how to use Windows message > callback function to handle keyboard (among other things) feedback. > > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |