| ▲ | diath 2 days ago | ||||||||||||||||
This is why delta time accumulator is preferred over using clocks, something like this would be best: | |||||||||||||||||
| ▲ | setr 2 days ago | parent | next [-] | ||||||||||||||||
the notion of using time directly in gamedev has always confused me; it feels like the correct answer should be to simply have a notion of turns, and a real-time game simply iterates over turns automatically. And then so many turns are executed per second It's a simulation; why should clock time be involved to begin with? The only things that should care about clock time are those that exist outside the sim, e.g audio | |||||||||||||||||
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| ▲ | usea 2 days ago | parent | prev | next [-] | ||||||||||||||||
That's exactly how I do it. Makes the most sense to me. | |||||||||||||||||
| ▲ | AlienRobot 2 days ago | parent | prev [-] | ||||||||||||||||
This gets bugged if it takes longer than one tick to run an iteration of game loop. Afaik the typical solution is to have a maximum number of iterations that you'll run and reset accum if it exceeds that. | |||||||||||||||||