benrob0329 wrote:It is, its called fast mode :P
Joseph13 wrote:For ever since minetest has been a thing, we have never had sprinting in the default minetest game. I think this is lame, as sprinting is such a core requirement of gaming.
sorcerykid wrote:The reason there's a one second delay is because there's no feedback provided by the engine when keys are pressed. Hence, mods are stuck having to constantly poll the state of keys in a globalstep. In truth, it would be fairly easy to add a callback mechanism for key state changes since these events are already captured in networkpackethandler.cpp. But as of now, no such callback mechanism exists.
Of course whatever solution is devised should be scalable as well as extensible. Is polling and tracking all keystates in a globalstep more efficient than repeatedly invoking an event notification hook? Both entail repetitive context switching. Assuming the difference is negligible, I think the latter implementation would be far superior from an architectural standpoint.
Astrobe wrote:I think the callback solution is a bit more sensitive to lag: callbacks will be called at the end of a log spike and will give the state of the keys before the lag spike, while when polling you always get the freshest state. Also callbacks needs more management on both parts (engine and mod) and can be less convenient.
minetest.register_inputcontrol( "key_aux", {
on_pressed = function ( player, key_states ) ... end,
on_released = function ( player, key_states ) ... end,
on_repeat = function ( player, key_states ) ... end,
}
paramat wrote:Also of course, not all open world games have sprinting.
paramat wrote:But i understand you like the feature and would like to see it included as default, which it could be in future with some engine work.
paramat wrote:Oddly, the better MTG gets the more people complain about it.
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