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6 Repos

Awesome GitHub RepositoriesFrame-Based Polling

Input querying synchronized with the application's update loop for real-time state checks.

Distinct from Polling-Based Input Models: Specifically covers game-loop periodic polling rather than general architectural polling models.

Explore 6 awesome GitHub repositories matching software engineering & architecture · Frame-Based Polling. Refine with filters or upvote what's useful.

Awesome Frame-Based Polling GitHub Repositories

Finde die besten Repos mit KI.Wir suchen mit KI nach den am besten passenden Repositories.
  • godotengine/godot-demo-projectsAvatar von godotengine

    godotengine/godot-demo-projects

    8,250Auf GitHub ansehen↗

    This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the Godot Game Engine. It serves as an interactive tutorial and reference library, providing a working codebase to demonstrate how to apply engine features in real-world scenarios. The collection focuses on practical implementation guides, covering a wide array of technical capabilities from basic engine fundamentals to advanced rendering and scripting techniques. It allows users to study the application of node-based composition, asset pipelines, and game logic through direct ex

    Provides examples of querying input states every frame to execute continuous logic while keys are held.

    GDScript
    Auf GitHub ansehen↗8,250
  • fogleman/nesAvatar von fogleman

    fogleman/nes

    5,650Auf GitHub ansehen↗

    This project is a Nintendo Entertainment System emulator written in Go. It functions as a hardware simulation that executes game ROMs by mimicking the original console's circuitry, including the processor and picture processing unit. The emulator includes a game library browser that identifies local files and retrieves titles and thumbnails from online databases using file checksums. It also implements a system of memory management mappers to ensure compatibility across various game ROM formats and hardware configurations. The software covers high-level capabilities for game ROM execution an

    Queries input device states synchronized with the application's update loop for real-time interaction.

    Go
    Auf GitHub ansehen↗5,650
  • openkinect/libfreenectAvatar von OpenKinect

    OpenKinect/libfreenect

    3,805Auf GitHub ansehen↗

    libfreenect is a driver implementation for integrating Kinect sensors with a computer to capture depth images, audio, and accelerometer readings across various operating systems. It provides a hardware-abstracted API to manage the connection between the sensor hardware and the host system. The project enables the capture of sensor data and the control of internal device hardware, such as motors and LED indicators. It also includes tools for recording and replaying sensor data streams to local files, allowing for offline analysis and testing without a physical device. The library handles 3D d

    Reads incoming depth and color data frames at fixed intervals to maintain a constant frame rate.

    C
    Auf GitHub ansehen↗3,805
  • godotsteam/godotsteamAvatar von GodotSteam

    GodotSteam/GodotSteam

    3,617Auf GitHub ansehen↗

    GodotSteam is a game engine plugin and API wrapper that integrates the Steamworks SDK into the Godot engine. It serves as a bridge between the engine's scripting layer and platform services, allowing applications to access social features and platform-specific connectivity. The project utilizes a C++ wrapper and a C-compatible foreign function interface to bind the Steamworks SDK. It includes a session manager that handles application ID initialization and enforces that the application is launched through the Steam client to validate ownership and session integrity. The integration covers se

    Periodically checks the internal message queue during the game's main loop to dispatch callbacks.

    game-developmentgamedevgodot
    Auf GitHub ansehen↗3,617
  • bitbrain/beehaveAvatar von bitbrain

    bitbrain/beehave

    2,933Auf GitHub ansehen↗

    Beehave is a behavior tree AI framework and plugin for the Godot engine. It serves as an agent logic orchestrator for designing adaptive non-player character behaviors using hierarchical behavior trees. The system features a visual debugger that provides runtime visualization of the execution flow and internal state of active trees. This allows for AI execution analysis and the identification of logic errors through a state-based runtime interface. The framework utilizes a composite-decorator pattern and a tick-based polling cycle to execute tree-based logic. It integrates directly with the

    Updates the behavior tree state at a fixed frequency synchronized with the game loop frame.

    GDScriptaibehavior-treegame-development
    Auf GitHub ansehen↗2,933
  • microsoft/directxtkAvatar von microsoft

    microsoft/DirectXTK

    2,781Auf GitHub ansehen↗

    DirectXTK is a C++ library designed to simplify 2D and 3D graphics, audio, and input programming for DirectX applications. It serves as a comprehensive toolkit providing high-level wrappers for DirectX graphics, audio management, and input handling. The toolkit includes a graphics wrapper for loading textures and rendering 3D models and 2D sprites, alongside a dedicated audio manager for sound effects and 3D spatial audio. It also provides an input handler to track and process state updates from keyboards, mice, and gamepads. The library covers a broad capability surface including 3D math an

    Implements input querying synchronized with the application update loop to track state changes and calculate input deltas.

    C++cpp-librarydesktopdirectx
    Auf GitHub ansehen↗2,781
  1. Home
  2. Software Engineering & Architecture
  3. Polling-Based Input Models
  4. Frame-Based Polling

Unter-Tags erkunden

  • Object Existence PollingPeriodic checks within the game loop to verify if specific game objects have been initialized. **Distinct from Frame-Based Polling:** Specifically polls for object existence in the scene, whereas frame-based polling usually refers to input state.
  • Sensor Data PollingPeriodic querying of sensor hardware to maintain a consistent data frame rate. **Distinct from Frame-Based Polling:** Focuses on polling hardware sensor frames rather than application-level input loops used in gaming.