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Gnemlock
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What makes gamesa game responsive to user input?

Many games, like "Super Meat Boy" and "Shank", have been praised for itstheir responsive gameplaygame play, where each user action input correspondcorresponds to a quick and precise character movement (eg: super meat boy, shank...)

What makes those gamesa game responsive?, and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboardinput events, and render/updateupdate the game, and how much is attributed to better coding?

What makes games responsive to user input?

Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...)

What makes those games responsive? and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboard events and render/update the game and how much is attributed to better coding?

What makes a game responsive to user input?

Many games, like "Super Meat Boy" and "Shank", have been praised for their responsive game play, where each user action input corresponds to a quick and precise character movement.

What makes a game responsive, and what prevents other games from achieving the same? How much of it is due to the game framework used to queue input events, and update the game, and how much is attributed to better coding?

Tweeted twitter.com/#!/StackGameDev/status/402408985917423616
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House
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engine for What makes games responsive gameplayto user input?

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engine for responsive gameplay

Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...)

What makes those games responsive? and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboard events and render/update the game and how much is attributed to better coding?