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Thanks for putting this proposal together—it’s a really solid direction. I especially like the capture vs. consumption split you outlined, since it directly addresses a lot of the current pain points: fragmented input logic, editor/game overlap, and heavy work happening inside event callbacks. I’m on board with moving forward, and I think we can build on your idea in a couple of ways:
Overall, I think your proposal gives us the right foundation for the engine. Thanks |
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While working on the editor splitting branch, I encountered several issues related to abstracting the input system for separation between game mode and editor mode.
Currently, the input handling across the engine is fragmented:
This raises the need for a more unified and extensible InputSystem that can support both event-driven and polling-based access patterns.
Proposed Redesign
1. Two Access Models
The InputSystem should support two complementary modes of access:
Event-driven (OS → Engine events):
Polling (Engine frame loop):
2. Decoupling Input Capture & Consumption
We can think of this as a two-step pipeline:
This decoupling allows us to:
3. Benefits
What do you think?
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