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XNA® Game Studio 4.0 for Xbox 360® Developers by Jonathan S. Harbour

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Chapter 8. Input

For most programmers and designers, user input often takes a back seat to rendering in the priority list. But user input is far more important to gameplay than many people realize. There’s more to user input than just reading the keyboard, mouse, and controller, just as there is more to rendering than just a video card. Timing is of paramount importance, as is synchronization with game objects such as the player’s character or vehicle, depending on the game. This chapter examines the entire Input namespace by looking at all the classes, interfaces, and so forth. It then looks at how to work with the input devices on both the Windows and Xbox 360 platforms. Because we aren’t touching any other system, we won’t be getting into touch ...

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