So I was just thinking about this. A game loop is what allows a program to continue running and anticipating or receiving input from the player while allowing the game to continue in it’s current state.
It’s typically and endless loop that doesn’t get interrupted by waiting for player input.
I’m mentioning this because I’m sure there are many methods but two I’m seeing looking at some code are:
- Delay the Loop (to try to achieve 60 or 30 fps)
- let the loop go but keep track of the time delta between frames and slow down movements based off of that.
Wouldn’t that second one be taxing on a CPU? Not really.
Ok so those are called Fixed Time-Step and Variable Time-Step