Input Subsystem Redesign

Any game is driven by events. And the most foundational ones are related to controls. Player input is super-important since it steers the simulation. That is why the effort put into the input subsystem design pays off handsomely. The Origin Collider.JAM started with a very basic input system. All input events are captured by functions in /trap . So /trap/keyUp(e) captures all key up events,…