Providing Input on Input… Two Years Later

The Plan is (Not) Simple

Device input is kind of like an iceberg. It looks simple but as you flesh things out and account for very specific edge cases, when you should and should not listen for input, and even for how to allow the user to temporarily disable the system, you realize just how deep the rabbit hole goes.

Photo by Diane Picchiottino on Unsplash
The original plan for Input
Photo by Todd Mittens on Unsplash

Talking with Native

I just want to preface this by saying that the work on BabylonNative’s input talking with Babylon.js’ InputManager is still ongoing, as plans for multi-touch support and keyboard support are currently in development.

Future Plans

I’m not done with the Babylon.js’ input system, not even close. I’ve got all kinds of ideas that I want to integrate into the system. For example, I want to make the input system easily extensible. I’d love it if the system could be set up in such a way that our community could make extensions to support all kinds of devices. I’m not just talking about different gamepads but creative and weird ideas, like a network-based controller to integrate interactive scenes into your OBS scene or an audio-based controller to control a scene with a guitar.

Photo by Xie lipton on Unsplash
Nothing beats Jolly Cooperation with the BJS community (GIF courtesy of BandaiNamco on GIPHY)

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Babylon.js

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Babylon.js: Powerful, Beautiful, Simple, Open — Web-Based 3D At Its Best. https://www.babylonjs.com/