Summary
In this fourth part of the RPG in C++20 series, Jason focuses on handling user input through joysticks/gamepads using the SFML library. He explores how to detect joystick connections, read their states, and organize this functionality within a maintainable code structure. The episode showcases practical challenges in handling input devices, including implementing proper event management and dealing with cross-platform considerations for various input methods (joystick, keyboard, mouse, and touchscreen).