[][src]Function tetra::time::get_delta_time

pub fn get_delta_time(ctx: &Context) -> Duration

Returns the amount of time that has passed since the last frame was rendered.

When using a variable time step, you should use this to integrate the amount of time that has passed into your game's calculations. For example, if you wanted to move a Vec2 32 units to the right per second, you would do foo.y += 32.0 * time::get_delta_time(ctx).as_secs_f32()

When using a fixed time step, the above still applies, but only to rendering - you should not integrate the delta time into your update calculations.