game-loop 0.7.1

A Rust crate that implements a frame-rate-independent game loop.
Documentation

Game Loop

A Rust crate that implements a frame-rate-independent game loop. The code is based on "Fix Your Timestep!", it's extremely lightweight and supports both native execution and compilation to wasm.

Usage

use game_loop::game_loop;

fn main() {
    let game = YourGame::new();

    game_loop(game, 240, 0.1, |g| {
        g.game.your_update_function();
    }, |g| {
        g.game.your_render_function();
    });
}

The value 240 is the number of updates per second. It is not the frame rate. In web environments, the frame rate is controlled by requestAnimationFrame, otherwise render is called as quickly as possible, though you can slow it down with std::thread::sleep if you wish. This may be useful if vsync is enabled or to save power on mobile devices.

The value 0.1 is the maximum frame time which serves as an escape hatch if your functions can't keep up with 240 updates per second. Otherwise, your game would 'death spiral' falling further and further behind. For example, if your render function takes 0.5 seconds, only 24 updates would occur instead of 120. This slows your game down but that's better than crashing.

The g closure argument lets you access your game state which can be anything you like. You can also access the game loop's running time, how many updates there have been, etc. It also provides a blending_factor that you may use in your render function to interpolate frames and produce smoother animations. See the article above for more explanation.

By default, the amount of accumulated time since the last frame is measured immediately before your render function is called. However, you can call g.re_accumulate() right before you need to access g.blending_factor() for more precise timings. This is useful if your render function does work before it gets round to drawing, such as computing lighting.

In web environments, requestAnimationFrame only runs when the browser tab is active. Setting a maximum frame time ensures your game doesn't fall far behind on its updates and is effectively paused. Also, game_loop is asynchronous and returns immediately rather than blocking until g.exit() is called. Other than that, the interface is exactly the same.

Windowing

The crate now supports running a frame-rate independent game loop inside a winit window. You can enable this feature in your Cargo.toml:

[dependencies]
game_loop = { version = "*", features = ["window"] }

With this feature enabled, the interface is a little bit different:

use game_loop::game_loop;

use game_loop::winit::event::{Event, WindowEvent};
use game_loop::winit::event_loop::EventLoop;
use game_loop::winit::window::{Window, WindowBuilder};

fn main() {
    let event_loop = EventLoop::new();
    let window = WindowBuilder::new().build(&event_loop).unwrap();

    let game = YourGame::new();

    game_loop(event_loop, window, game, 240, 0.1, |g| {
        g.game.your_update_function();
    }, |g| {
        g.game.your_render_function(&g.window);
    }, |g, event| {
        g.game.your_window_handler(event);
    });
}

Notably, the game_loop function now takes a winit EventLoop and Window and an additional closure to handle window events such as resizing the window or closing it. The window can be accessed through the g closure argument. This is so you can bind a graphics context to it or set its title, etc.

Winit also supports wasm so in theory it should Just Work, but I haven't tested it yet. Please refer to winit documentation for more information.

Example 1: Game of Life

There's a Game of Life example that shows how to use the crate in its basic form, without wasm or windowing. You can run it with:

cargo run --example game_of_life

Game of Life

Example 2: Using a Window

There's a windowing example that shows how to use the crate alongside a winit window. You can run it with:

cargo run --example using_a_window --features window

Using a Window

License

MIT