Game Development Reference
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This recipe uses a static representation of the different input bindings. This would most
likely be fine for many games, but modern first person shooters for example, can have 20
and more key bindings; adding all of these manually to the XML can be cumbersome and
not good from a maintenance perspective. In this case, it might be better to use the Java
Builder interface described in the Creating an inventory screen recipe to let Java do the re-
petitious work.
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