Well, yes now the listener is firing the events. Thanks. I a running into a problem now. A problem os my design. Is about precision. Actually, for each iteration the client sends the events to the server and the server moves everything, so I have a defined speed for turning and moving, but in a FPS the most important thing is the presision of the movements, for example:
A. B. C.
|---------5f--------|----------5f---------|
|-----------------distance----------------|
Supose my cam is lokking at A and for each event I turn certaing degree to make the camera look at C.
Then I will never be able to aim B. point. making it turn a lower angle or move a smaller distance will make the game too slow. Any idea about this issue?
I was thinking about moving the cam a smaller angle/distance. But separating the moving thread from the networking and from the rendering threads. The problem is that letting a free independent movement
on the client will lead to cheating. Thats why evertything is controled on the server.