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0.0; + + // 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; + + // update (game logic, etc.) + // executes every UPDATE_INTERVAL milliseconds at maximum + if tick_delay >= UPDATE_INTERVAL { + // perform all per-tick logic here + update(); + + // reset the tick delay + tick_delay = 0; + + // DEBUG + ticked = true; + } + + // 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 function +fn update() { + waste_time(64); +} + +// render function +fn display() { + waste_time(16); +} + +// 1D linear interpolation +fn lerp_1d(x: f64, y: f64, a: f64) -> f64 { + x + ((y - x) * a) +} + +// busywork function +fn waste_time(repeat: u32) { + const BUFFER_RESOLUTION: usize = 512; + + // create an RGBA buffer and change every pixel one-by-one + let mut rgba_buffer = vec![[[0.0f32; 4]; BUFFER_RESOLUTION]; BUFFER_RESOLUTION]; + + // change every pixel in the buffer (repeat) times + for _n in 0..repeat { + for u in 0..BUFFER_RESOLUTION { + for v in 0..BUFFER_RESOLUTION { + rgba_buffer[u][v] = [1.0f32; 4]; + } + } + } +} \ No newline at end of file