Chapter 19: Timing and Frame Rate Management
In this chapter, we delve into the details of managing time and frame rate in your game engine. It's critical to handle time correctly in your game, from managing frame rates to tracking elapsed time.
The Timer
struct provides functionalities to measure the time between frames, calculate the average delta time (the time between frames), retrieve the time since the game started, get the frames per second (fps), and pause the execution of the program for a specified duration. It uses the std::time::Instant
struct to measure time, and stores the times of the last 60 frames to calculate the average delta time and fps.
The step
method updates the last_frame_time
and delta_time
, and manages the frame time history. The get_delta
, get_average_delta
, get_time
, get_micro_time
, and get_fps
methods return the respective values. The sleep
method pauses the execution for a specified duration.
Last updated