game loop - pilkch/library GitHub Wiki
Constant Update Speed, Variable Rendering Speed
Each time we render with a float to represent our exact time between tick counts, this allows prediction, so for example we can render a car 0.25 of the distance between the latest updated frame and where we think it will travel to.
https://dewitters.com/dewitters-gameloop/
const int TICKS_PER_SECOND = 25;
const int SKIP_TICKS = 1000 / TICKS_PER_SECOND;
const int MAX_FRAMESKIP = 5;
uint32_t next_game_tick = GetTickCount();
int loops;
float interpolation;
bool game_is_running = true;
while( game_is_running ) {
loops = 0;
while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) {
update_game();
next_game_tick += SKIP_TICKS;
loops++;
}
interpolation = float( GetTickCount() + SKIP_TICKS - next_game_tick )
/ float( SKIP_TICKS );
display_game( interpolation );
}
TODO: Include an option to cap the frame rate at a fixed rate, for example 60, with a strategy something like "if (time to even is > 2 ms) sleeping for 1 ms" so that we can try to hit our target frame rate without sleeping past it.