Re:Why Is It So Hard to Detect Keyup Event on Linux?
by zokier on Monday May 17, 2021 @03:25PM
(#27187270)
As you have discovered, terminal is not really an good environment for games. Its really just that simple. If you pick terminal as your platform, you are intentionally picking a limited platform, and working within those limits is then kinda the point. Having poor input handling is part of those limits. If you just want to make a good game, then just use Wayland (or X11) instead or some wrapper of those.
Re:Why Is It So Hard to Detect Keyup Event on Linux?
by dragontamer on Monday May 17, 2021 @05:22PM
(#27188617)
The Linux terminal is not a good environment for that.
The Windows terminal supports key-up events... as long as I can remember anyway. I think a number of Windows programmers who are looking at Linux's command-line API wonder why its so hard to get something that's common in Windows.
Re:Why Is It So Hard to Detect Keyup Event on Linux?
by zekica on Monday May 17, 2021 @03:18PM
(#27187181)
You can interface with input devices directly if you want that. The output can still be in an VT10x terminal, or it can be directly in a framebuffer if you want software rendered graphics. Or better yet! X11 or Wayland.
My point: negative-edge gameplay is common in fighting games (and maybe other video games). Its reasonable to expect that a video game designer would use that technique.
I've played terminal action games before. Lets say you're programming one and have some useful function mapped to the negative edge. How do you implement that in the terminal?
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Megaman's charge shot (and most "charge shot" video games, including Samus / Metroid, Rocket Knight Adventures, etc. etc.)
Maybe those platformers are more common? Either way, the negative-edge is all over video games, its a good control scheme.