From 3ff89e0065f1b6d6d566c05bc1d9d064248d6bc6 Mon Sep 17 00:00:00 2001 From: Skye Terran Date: Thu, 5 Aug 2021 23:32:21 -0700 Subject: [PATCH] Not parallel but functional! Huge improvements to the design --- src/main.rs | 60 +++++++++++++++++++---------------------------------- 1 file changed, 21 insertions(+), 39 deletions(-) diff --git a/src/main.rs b/src/main.rs index ce2223f..0ce20e6 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,62 +1,44 @@ use std::time::Instant; const UPDATE_INTERVAL: u32 = 40; +const MAX_FRAMESKIP: u32 = 5; fn main() { - // track the update delay's exponential moving average (EMA) - let mut frame_delay_ema: f64 = 0.0; + // track the delta time (the duration of the previous loop in milliseconds) + let mut delta_time: u32 = 0; - // track the latest delays - let mut frame_delay: u32 = 0; - let mut tick_delay: u32 = 0; - loop { // start per-loop delay timer let timer = Instant::now(); - // DEBUG - track if a tick has happened on this frame - let mut ticked: bool = false; + // track the number of update ticks + let mut ticks: u32 = 0; - // update (game logic, etc.) - // executes every UPDATE_INTERVAL milliseconds at maximum - if tick_delay >= UPDATE_INTERVAL { - // perform all per-tick logic here - update(); + update(&mut delta_time, &mut ticks); - // reset the tick delay - tick_delay = 0; - - // DEBUG - ticked = true; - } + display(); - // display (rendering) - // executes as fast as possible - { - display(); - } - - // get the current frame delay, update the frame delay EMA and the tick delay - frame_delay = timer.elapsed().as_millis() as u32; - frame_delay_ema = lerp_1d(frame_delay_ema, frame_delay as f64, 0.1f64); - tick_delay += frame_delay; - - // debug - let frame_rate = (1000.0f64 / frame_delay_ema as f64) as u32; - if ticked { - println!("Frame Delay: {}ms | Frame Rate: {}Hz | Ticked!", frame_delay, frame_rate); - } else { - println!("Frame Delay: {}ms | Frame Rate: {}Hz", frame_delay, frame_rate); - } + // update the delta time + let elapsed_time: u32 = timer.elapsed().as_millis() as u32; + delta_time += elapsed_time; } } // update function -fn update() { - waste_time(64); +fn update(delta_time: &mut u32, ticks: &mut u32) { + // keep going even if frames aren't displaying, but halt if there are too many frameskips + while *delta_time >= UPDATE_INTERVAL && *ticks < MAX_FRAMESKIP { + println!("Updating..."); + waste_time(64); + + // record the tick and reset the delta time + *ticks += 1; + *delta_time = 0; + } } // render function fn display() { + println!("Displaying..."); waste_time(16); }