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SFML Game Development By Example
book

SFML Game Development By Example

by Raimondas Pupius
December 2015
Beginner to intermediate
522 pages
11h 21m
English
Packt Publishing
Content preview from SFML Game Development By Example

Fixed time-step

In some cases, the code for time management that we've written doesn't really apply correctly. Let's say we only want to call certain methods at a fixed rate of 60 times per second. It could be a physics system that requires updating only a certain amount of times, or it can be useful if the game is grid-based. Whatever the case is, when an update rate is really important, a fixed time-step is your friend. Unlike the variable time-step, where the next update and draw happens as soon as the previous one is done, the fixed time-step approach will ensure that certain game logic is only happening at a provided rate. It's fairly simple to implement a fixed time-step. First, we must make sure that instead of overwriting the elapsed time ...

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Publisher Resources

ISBN: 9781785287343