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<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent changes to 12: Better Keyboard Functions</title><link href="https://sourceforge.net/p/visualpython/feature-requests/12/" rel="alternate"/><link href="https://sourceforge.net/p/visualpython/feature-requests/12/feed.atom" rel="self"/><id>https://sourceforge.net/p/visualpython/feature-requests/12/</id><updated>2010-10-29T00:33:32Z</updated><subtitle>Recent changes to 12: Better Keyboard Functions</subtitle><entry><title>Better Keyboard Functions</title><link href="https://sourceforge.net/p/visualpython/feature-requests/12/" rel="alternate"/><published>2010-10-29T00:33:32Z</published><updated>2010-10-29T00:33:32Z</updated><author><name>Jay Holloway</name><uri>https://sourceforge.net/u/quarkspin4/</uri></author><id>https://sourceforge.net2a2f4a1e0df0c187058430f633458d671e7b1d50</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;I've been thinking about making a simple 3D game with Vpython for awhile, but it has proven to be very hard to work around the "Padded Corners" philosophy. If I could directly read if a key is down or up, so much more would be possible.&lt;/p&gt;
&lt;p&gt;(A possible way of solving all the game-oriented feature requests at once would be to allow rendering to a pygame surface. I have no clue how hard this would be, but it would be awesome.)&lt;/p&gt;&lt;/div&gt;</summary></entry></feed>