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Keyboard buffering causes control lag
When holding down a key, the keyboard buffer fills, causing the associated behavior to continue afterward for some time. For example, if I hold down the W key for a few seconds, the character continues to move forward for some time after releasing the key. This makes the game very difficult to play. Using keyboard events (key down/key up) instead of buffered keyboard input would eliminate this issue.
As I understand, you are suggesting using the GLFW event delivery to track keyup/keydown, and storing the state somewhere, probably in the Model struct?