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- > > The reason that the mouse feels faster than the keyboard is that it does not
- > > move at a constant speed _per_frame_update_, but is updated by the distance
- > > moved between the frames. (IMO, but I'm fairly certain this is why)
- > >
- > > If you were to implement a mouse button 'run', then it would probably work
- > > in the same way as the keyboard (and my joypad code), and so would not feel
- >
- > What about using a mathematical function, so that the moving speed is
- > function of the time passed since you started to press the button, with a
- > maximum speed. Furthermore, we'll be forced to do this kind of thing, because
- > the game won't be playable at all, if players have different max speed,
- > depending on their mouse and mouse support quality...
-
- Didn't you all get the message from Doug to the mailinglistlist? He explained
- it all how it will be done using interrupts. Have anyone read it, or should
- I post it again?
-
- //Magnus Kollberg
-
-