#[non_exhaustive]
pub enum Timestep {
    Fixed(f64),
    Variable,
}
Expand description

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 (Non-exhaustive)

This enum is marked as non-exhaustive
Non-exhaustive enums could have additional variants added in future. Therefore, when matching against variants of non-exhaustive enums, an extra wildcard arm must be added to account for any future 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.

Variable

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.

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