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Game Programming Algorithms and Techniques: A Platform-Agnostic Approach
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Game Programming Algorithms and Techniques: A Platform-Agnostic Approach

by Sanjay Madhav
December 2013
Intermediate to advanced
352 pages
10h 6m
English
Addison-Wesley Professional
Content preview from Game Programming Algorithms and Techniques: A Platform-Agnostic Approach

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 keyboard, mouse, controller, or other input device that enables interactivity.

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 implemented.

Input Devices

As shown in Figure 5.1, there is a host of types of input devices, some more common than others. Although a keyboard, mouse, or controller might be the most familiar input device for a PC or console gamer, on the mobile side of things touch screens and accelerometers dominate. Other more recent ...

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Publisher Resources

ISBN: 9780133463200Purchase book