Closed dekdevy closed 7 years ago
Yeah, throttling mouse move event is intentional as in games you rarely need high precision but often doing CPU heavy operations like looping through all entities to highlight what's under cursor etc.
I will provide some flag so you can check if you want the precision mouse or not.
cool! this will be very useful to get smooth FPS / egoshooter controls.
Does this look ok?
var app = playground({
mouseThrottling: false
});
Looks perfectly reasonable, thanks for the addition!
Pushed the update.
Since you want to just disable the throttling it will not be useful for you but you can define the throttle in miliseconds like
var app = playground({
mouseThrottling: 50 /* 20 times per second */
});
Hi,
there seems to be some problem with reporting mouse move events (particulary I am having this problem with pointerlock but i dont think it has anything to do with it.) I suspect this is because of the usage of Utils.throttle.
If I compare the event output to a raw document event hook, playground will effectively report less movement. This causes the reported movement to feel like its a bit sloppy and lagging behind what the mouse is actually doing. This behavior can also be seen in the pointerlock example with the flying spaceship. Its reacting well when you are moving the mouse slowly, but if you move the mouse quickly, it doesnt seem to speed up as much as it should.
Any fixes or ideas around this?
Edit: i fixed this for myself for now by removing the utils.throttle call on the mousemove event in the playground source.