You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
When holding down a key, the keyboard buffer fills, causing the associated behavior to continue afterward for some time. For example, if I hold down the W key for a few seconds, the character continues to move forward for some time after releasing the key. This makes the game very difficult to play. Using keyboard events (key down/key up) instead of buffered keyboard input would eliminate this issue.
The text was updated successfully, but these errors were encountered:
As I understand, you are suggesting using the GLFW event delivery to track keyup/keydown, and storing the state somewhere, probably in the Model struct?
When holding down a key, the keyboard buffer fills, causing the associated behavior to continue afterward for some time. For example, if I hold down the W key for a few seconds, the character continues to move forward for some time after releasing the key. This makes the game very difficult to play. Using keyboard events (key down/key up) instead of buffered keyboard input would eliminate this issue.
The text was updated successfully, but these errors were encountered: