[quake3] SDL input (was new binaries and new mirrors)

Ludwig Nussel ludwig.nussel at suse.de
Tue May 6 04:14:06 EDT 2008


Erik K. wrote:
> Even though the discussion seems to have gone bad, the 'troll' (?) does 
> have a point. SDL input is really a step back (for now). On windows at 
> least, it's very unsmooth. Usually casual gamers don't notice it, only 
> the somewhat more competative seasoned gamers. Would it really be *that* 
> troublesome to add the old input code again (as an OPTION)? Untill SDL 
> matures that is? It really is a big problem imo to not have smooth 
> input. The experienced gamers notice it and don't want to use SDL input.

There actually seem to be some people with a clue in that openarea
forum. They really should come here and post their findings/patches
on the list rather than some web forum.

Anyways one real issue seems to be that the event queue overflows if
flooded with mouse events. E.g. due to a slow system or a mouse with
high resolution. The old linux_glimp fixed that by throwing away
events that came in too fast. win_input didn't need that because it
polled the mouse coordinates every frame instead of processing
events. The method of linux_glimp could easily be reintroduced in
sdl_input I guess.

cu
Ludwig

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