Event-driven design offers a cheap and efficient way to detect user input without the need to check for input device status in each frame. A naïve approach to this is to query all input devices for changes in their state. There are many types of input devices such as keyboard, mouse, joystick, keypad controller, tablet, touch screen, and so on. LuaSDL relies on the library libSDL 1.2, which supports only basic input devices such as keyboard, mouse, and joystick. This version doesn't support the use of multiple devices of the same kind. This limitation has been removed with libSDL 2.x, which is used in LuaSDL 2. LuaSDL 2 is the successor of a former LuaSDL library and it's in the stage of early development at the time of writing. This chapter will cover the use of an older LuaSDL library, as the LuaSDL 2 interface is not so different.
Lua Game Development Cookbook
By :
Lua Game Development Cookbook
By:
Overview of this book
Table of Contents (16 chapters)
Lua Game Development Cookbook
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Free Chapter
Basics of the Game Engine
Events
Graphics – Common Methods
Graphics – Legacy Method with OpenGL 1.x–2.1
Graphics – Modern Method with OpenGL 3.0+
The User Interface
Physics and Game Mechanics
Artificial Intelligence
Sounds and Networking
Index
Customer Reviews