C++ Game Dev Throttling Main Loop
Bouncing Ball (Dev C GUI code) 14 Years Ago vegaseat 1,735. What 'Hello World' is to the console, the 'Bouncing Ball' is to the Graphical User Interface. Nothing fancy, the ball is created via a call to the API function ellipse and then bounced within the confines of the windows form. The program begins in the intro state and loops until a key is pressed. Then the menu is displayed until a selection is made. Then the game begins, and loops until the game is over. Everytime through the game loop, the program must check to see if it should display the menu or simply draw the next frame. Aug 25, 2019 A basic game loop using std::chrono. GitHub Gist: instantly share code, notes, and snippets. Unless you know how long the game loop will be on every computer, making your sleep a constant is generally bad practice. If you know that you want 2fps, a good way to keep it in line is get the time at the start of the game loop, then at the end, find out the difference, and use that to calculate the amount of time needed to sleep to keep the step the same. E. Filehippo download free popular software. g, If the loop takes 0.1s,.
/* |
* The MIT License (MIT) |
* |
* Copyright (c) 2016 Mario Badr |
* |
* Permission is hereby granted, free of charge, to any person obtaining a copy |
* of this software and associated documentation files (the 'Software'), to deal |
* in the Software without restriction, including without limitation the rights |
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
* copies of the Software, and to permit persons to whom the Software is |
* furnished to do so, subject to the following conditions: |
* |
* The above copyright notice and this permission notice shall be included in all |
* copies or substantial portions of the Software. |
* |
* THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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*/ |
#include<chrono> |
usingnamespacestd::chrono_literals; |
// we use a fixed timestep of 1 / (60 fps) = 16 milliseconds |
constexpr std::chrono::nanoseconds timestep(16ms); |
structgame_state { |
// this contains the state of your game, such as positions and velocities |
}; |
boolhandle_events() { |
// poll for events |
returnfalse; // true if the user wants to quit the game |
} |
voidupdate(game_state *) { |
// update game logic here |
} |
voidrender(game_state const &) { |
// render stuff here |
} |
game_state interpolate(game_state const & current, game_state const & previous, float alpha) { |
game_state interpolated_state; |
// interpolate between previous and current by alpha here |
return interpolated_state; |
} |
intmain() { |
usingclock = std::chrono::high_resolution_clock; |
std::chrono::nanoseconds lag(0ns); |
auto time_start = clock::now(); |
bool quit_game = false; |
game_state current_state; |
game_state previous_state; |
while(!quit_game) { |
auto delta_time = clock::now() - time_start; |
time_start = clock::now(); |
lag += std::chrono::duration_cast<std::chrono::nanoseconds>(delta_time); |
quit_game = handle_events(); |
// update game logic as lag permits |
while(lag >= timestep) { |
lag -= timestep; |
previous_state = current_state; |
update(¤t_state); // update at a fixed rate each time |
} |
// calculate how close or far we are from the next timestep |
auto alpha = (float) lag.count() / timestep.count(); |
auto interpolated_state = interpolate(current_state, previous_state, alpha); |
render(interpolated_state); |
} |
} |
commented Jan 20, 2016
Cubase 5 vst plugins. See reddit discussion here: https://www.reddit.com/r/gamedev/comments/41v2td/a_modern_c_game_loop_template_mit/ |
C++ Game Dev Throttling Main Loop System
commented Jan 8, 2019
This will lead to errors overtime. Instead. |