C++ Game Dev Throttling Main Loop

Game Loop Game Programming Patterns Sequencing Patterns Intent. Decouple the progression of game time from user input and processor speed. For me, this is the difference between an “engine” and a “library”. With libraries, you own the main game loop and call into the library. An engine owns the loop and calls into your code. Please help me in this. I am using dev c. You have to make a racing game in C. There are two players in your program. They play by throwing 3 dices and then moving forward. Your program should start and ask you to press any key for a toss. After a fair toss, one of the players i.e. Player 1 or player 2 starts the game. Aug 24, 2018  This course will give you a full introduction into all of the core concepts in C. Follow along with the videos and you'll be a C programmer in no time! ⭐️ Contents ⭐ ⌨️ (0:00:00. Aug 14, 2010  I have a book called Beginning Game Programming by Jonathan Harbour. Looking at the code you provided, this is the exact same as found in one of the first chapters. He is NOT encouraging the use of the WinGDI, he is just using to 'get something on the screen' while he demonstrates how to create a proper game loop. Hello r/gamedev! I've created an implementation of a game loop based on the gameprogrammingpatterns.com article.The loop is meant to run as fast as it can, but you can easily add a sleep if you wish to clamp the frame rate. The code is written using C14 (tested with g 4.9.3 and clang 3.8.0) and shows how to use std::chrono in a type safe manner to implement a fixed timestep game loop.

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game_loop.cpp
/*
* The MIT License (MIT)
*
* Copyright (c) 2016 Mario Badr
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the 'Software'), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include<chrono>
usingnamespacestd::chrono_literals;
// we use a fixed timestep of 1 / (60 fps) = 16 milliseconds
constexpr std::chrono::nanoseconds timestep(16ms);
structgame_state {
// this contains the state of your game, such as positions and velocities
};
boolhandle_events() {
// poll for events
returnfalse; // true if the user wants to quit the game
}
voidupdate(game_state *) {
// update game logic here
}
voidrender(game_state const &) {
// render stuff here
}
game_state interpolate(game_state const & current, game_state const & previous, float alpha) {
game_state interpolated_state;
// interpolate between previous and current by alpha here
return interpolated_state;
}
intmain() {
usingclock = std::chrono::high_resolution_clock;
std::chrono::nanoseconds lag(0ns);
auto time_start = clock::now();
bool quit_game = false;
game_state current_state;
game_state previous_state;
while(!quit_game) {
auto delta_time = clock::now() - time_start;
time_start = clock::now();
lag += std::chrono::duration_cast<std::chrono::nanoseconds>(delta_time);
quit_game = handle_events();
// update game logic as lag permits
while(lag >= timestep) {
lag -= timestep;
previous_state = current_state;
update(&current_state); // update at a fixed rate each time
}
// calculate how close or far we are from the next timestep
auto alpha = (float) lag.count() / timestep.count();
auto interpolated_state = interpolate(current_state, previous_state, alpha);
render(interpolated_state);
}
}

C++ Game Dev Throttling Main Loop Free

commented Jan 20, 2016

C++ Game Dev Throttling Main Loop 1

See reddit discussion here: https://www.reddit.com/r/gamedev/comments/41v2td/a_modern_c_game_loop_template_mit/

commented Jan 8, 2019

This will lead to errors overtime. Instead.

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