Expand description
Clock provides a convenience for managing a game loop’s
fixed-timestep simulation tick rate according to standards set out
by Glenn Fiedler and Tyler Glaiel.
Structs§
- Clock
- A data structure storing a time accumulator and some parameters for controlling the progression of game time. This implementation yields a fixed-timestep simulation loop following Fix Your Timestep! with optional improvements to smoothness and avoidance of death spirals based on Tyler Glaiel’s blog post.
- Instant
- A measurement of a monotonically nondecreasing clock.
Opaque and useful only with
Duration.