7 releases
0.1.5 | Oct 5, 2024 |
---|---|
0.1.4 | Jan 21, 2024 |
0.1.3 | Nov 19, 2023 |
0.1.2 | Sep 6, 2023 |
0.0.0 | Jan 16, 2023 |
#389 in Game dev
495 downloads per month
17KB
92 lines
chron
A game loop with a fixed timestep.
Features:
- A fixed timestep.
Updates to the game logic (
chron::Tick::Update
) are independent from the rendering of new frames (chron::Tick::Render
). Updates are emitted at fixed intervals. Renders are emitted in between updates: the frame rate may either be unlocked (the default) or limited (see below). - An optional maximum frame rate, to prevent the game from running at unnecessarily high frame rates.
When the maximum frame rate is not set, the frame rate is unlocked, i.e. the loop will emit as many
chron::Tick::Render
events as possible in between two updates. To set the maximum frame rate use the functionClock::max_frame_rate
. - An optional way to prevent an infinite update loop.
When the loop cannot maintain the specified updates per second (e.g. because updates are taking too long) it has to play catch-up by only emitting updates and no renders.
This setting limits how many updates are emitted before a render is enforced.
It prevents the game from never rendering at all, at the cost of slowing down even more.
To set the maximum updates per frame use the function
Clock::max_updates_per_frame
.
Note: The maximum frame rate feature uses
std::thread::sleep
. Its accuracy may or may not be good enough, depending on the platform. So far it seems to work fine (on Linux).
Example
use std::num::NonZeroU32;
let updates_per_second = NonZeroU32::new(50).unwrap();
let frames_per_second = NonZeroU32::new(60).unwrap();
let clock = chron::Clock::new(updates_per_second)
.max_frame_rate(frames_per_second)
.max_updates_per_frame(10);
for tick in clock {
match tick {
chron::Tick::Update => {
// ...
}
chron::Tick::Render { interpolation } => {
// ...
}
}
}