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Tag Archives: Game Programming

Keyboard Input for Fixed-Time Step Games

Posted on November 9, 2015 by Irlan Robson
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Suppose we’re using a fixed-time step to update the game and we’re at the begin of a new frame. Then, the keyboard input events that were fired are requested and handled via callbacks or similar, making a character to jump or shoot in an enemy. What is the problem with that?

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Posted in C/C++, General | Tagged Game Programming, Input | 2 Replies

Custom Mesh File (.bin)

Posted on October 19, 2015 by Irlan Robson
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Binary files are the game industry standard format for streaming data from disk to memory at engine run-time  because they can be easily interpreted.

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Posted in C/C++, General | Tagged Game Programming | Leave a reply

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