[−][src]Enum tetra::time::Timestep
The different timestep modes that a game can have.
Serde
Serialization and deserialization of this type (via Serde)
can be enabled via the serde_support
feature.
Variants
Fixed(f64)
In fixed timestep mode, updates will happen at a consistent rate (the f64
value in the enum
variant representing the number of times per second), while rendering will happen as fast as
the hardware (and vsync settings) will allow.
This has the advantage of making your game's updates deterministic, so they will act the same
on hardware of different speeds. It also means that your update code does not need to use
get_delta_time
to integrate the amount of time passed into your calculations. However,
it can lead to some slight stutter if your rendering code does not account for the possibility
of updating and rendering to be out of sync with each other.
To avoid stutter, you should interpolate your rendering using get_blend_factor
. The
interpolation
example in the Tetra repository shows some different approaches to doing this.
This mode is currently the default.
In variable timestep mode, updates and rendering will happen in lockstep, one after the other, as fast as the hardware (and vsync settings) will allow.
This has the advantage of being simple to reason about (updates can never happen multiple times or get skipped), but is not deterministic, so your updates may not act the same on every run of the game loop.
To integrate the amount of time that has passed into your game's calculations, use
get_delta_time
.
Trait Implementations
Auto Trait Implementations
impl RefUnwindSafe for Timestep
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impl Send for Timestep
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impl Sync for Timestep
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impl Unpin for Timestep
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impl UnwindSafe for Timestep
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Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,