January 2019
Intermediate to advanced
298 pages
7h 46m
English
One of the things that we discussed in the previous chapters is that, if you can think of events as a list of things that haven't happened yet, you can probably model it as an event stream. In our case, this list is composed of the keys that the player presses during the game, and can be visualized like so:

There is a catch, though. Most games need to handle simultaneously pressed keys.
Say you're flying the spaceship forward. You don't want to have to stop it in order to rotate it to the left and then continue moving forward. What you want is to press left at the same time you're pressing up and have the ...