Enum tetra::time::Timestep [−][src]
pub enum Timestep {
Fixed(f64),
Variable,
}
Expand description
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. However, it can lead to some slight stutter if your rendering code does not account for the possibility for 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.
Tuple Fields of Fixed
0: f64
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
impl UnwindSafe for Timestep
Blanket Implementations
Mutably borrows from an owned value. Read more