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05/27/2001 - John Gallagher

Because of some issues of the keyboard/mouse/joystick all fighting for control of the player, we've momentarily decided to disable the mouse, and permanently disable the joystick b/c of calibration issues. Gamepad will continue to be supported.

05/23/2001 - Baylor Triplett

Action mapping is working! All input devices should be automatically configured!
All the code was rewritten. The new, much smaller code increased framerate by 20-50%.
Direct Input is now as good as it will get. Input should no longer have updates except for minor updates and fixes.

05/21/2001 - Baylor Triplett

The gamepad and other generic joysticks work now.
Also, action mapping framework has been created, although it doesn't work yet! Its by far the trickiest thing to implement in direct input.

05/12/2001 - Baylor Triplett

We decided for now that jump will be a special item. So, there is one less key.
We might change that to another action though.
Also, since the inventory exists now, the fire button state is now sent over the network.

05/09/2001 - Nick Castin

There is a delay on key input during menu navigation, so the keys aren't overly sensitive anymore. Submenus are implemented, at least to the point that we need them to be right now.

5/07/01 - Baylor Triplett

We have decided that the mouse isn't really helpful for controlling our game.
Although the buttons still work.
The gamepad still isn't done.

5/01/01 - Baylor Triplett

The directinput code is integrated with our new combined, SpudRacer code.
A timer still needs to be made to determine how often buttons should be sampled, especially for the menu.

4/25/01 - Baylor Triplett

All the input framework and code is done. The keyboard, mouse and gamepad can be used in the game. Forcefeedback devices would be easy to code for.
The directinput is controlled by a wrapper class, SpudInput, which gets the states of all the keys. The modular code is ready to be integrated.

4/22/01 - Baylor Triplett

Action mapping would be nice to do. Sometime soon...