The Game Loop Print

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The heart of every game.

WHAT IT DOES, EACH FRAME

Gathers input Updates simulation state Renders the result Presents the frame

WHAT FRAME RATE MEANS

How many times per second that completes.

WHAT FRAME TIME IS

How long one iteration takes.

WHY FRAME TIME IS THE BETTER MEASURE

It is linear, and it reveals variance that an averaged rate conceals.

WHAT DELTA TIME IS

The elapsed time since the last frame.

WHY EVERY UPDATE MUST USE IT

Otherwise movement speed depends on frame rate, and the game runs differently on different machines.

WHAT A FIXED TIMESTEP IS

Updating simulation at a constant interval, independent of rendering.

WHY IT MATTERS

Physics and deterministic simulation break with variable steps.

HOW IT IS IMPLEMENTED

Accumulate elapsed time, and run as many fixed updates as fit, rendering with interpolation between them.

WHAT VARIABLE TIMESTEP SUITS

Rendering, animation, and anything not requiring determinism.

WHAT A SPIRAL OF DEATH IS

Updates taking longer than the timestep, so the accumulator grows and the game falls further behind.

WHAT PREVENTS IT

A maximum number of updates per frame.

WHAT TO NEVER DO

Assume a constant frame rate.


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