Game Development Reference
In-Depth Information
Chapter 5. Input
Without input, games would be a static form of entertainment, much
like film or television. It is the fact that the game responds to the key-
board, mouse, controller, or other input device that enables interactiv-
ity.
This chapter takes an in-depth look at a wide variety of input devices,
including those that are predominantly for mobile devices. It further
covers how a high-level input system might be designed and implemen-
ted.
Input Devices
As shown in Figure 5.1 , there is a host of types of input devices, some more com-
mon than others. Although a keyboard, mouse, or controller might be the most fa-
miliar input device for a PC or console gamer, on the mobile side of things touch
screens and accelerometers dominate. Other more recent input devices include the
WiiMote, Kinect, guitar controllers, and head-tracking devices for virtual reality
headsets. Regardless of the device, however, certain core techniques are applied
when the device is queried for information.
Figure 5.1 A variety of input devices.
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