It apparently boils down to an optimization issue. I’ll say that if you need those extra tiny cycles, then sure, Keith’s approach is a fair optimization. But, call me conservative, i would personally never think to base my game development workflow on such an approach. Writing custom code for a very abstract step of the game framework on a game by game basis seems like an unnecessary speed bump. In other words, i’d go mad writing boring code before i got to do any of the fun stuff.
Iain Lobb is considering publishing his gamepad class, and i do believe i’ll do the same soon.