Increase default TPS
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0a5dc66e4c
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@ -96,7 +96,8 @@ int main(int argc, char *argv[]) {
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brick_e.add_component<se::ModelComponent>("examples/dev_testing/resources/bricks/bricks.fbx");
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brick_e.add_component<se::ModelComponent>("examples/dev_testing/resources/bricks/bricks.fbx");
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brick_e.add_component<se::RotatingComponent>();
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brick_e.add_component<se::RotatingComponent>();
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auto &brick_transf = brick_e.add_component<se::TransformComponent>();
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auto &brick_transf = brick_e.add_component<se::TransformComponent>();
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brick_transf.translate(6.f, -0.5f, 1.f);
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brick_transf.translate(6.f, 0.f, 0.f);
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//brick_transf.translate(6.f, -0.5f, 1.f);
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auto light = std::make_shared<se::gfx::Light>(core_shader, glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f, 1.f, 1.f));
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auto light = std::make_shared<se::gfx::Light>(core_shader, glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f, 1.f, 1.f));
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game.add_event(light);
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game.add_event(light);
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@ -66,10 +66,9 @@ namespace simpleengine {
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int fps_limit = -1;
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int fps_limit = -1;
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bool enable_vsync = true;
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bool enable_vsync = true;
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int max_engine_tps = 60; // The maximum engine TPS
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int max_engine_tps = 120; // The maximum engine TPS
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double tps_accumulator = 0.f;
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float fixed_delta_time = 1.f / (float) max_engine_tps; // The delta time from fixed timestep
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//int engine_ticks_second = 0; // The amount of ticks in a second
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float tps_accumulator = 0.f;
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//double last_sec_engine_tick; // The time of the last second
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float get_delta_time();
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float get_delta_time();
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24
src/game.cpp
24
src/game.cpp
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@ -158,33 +158,31 @@ void simpleengine::Game::limit_framerate(const float& delta_time) const {
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int simpleengine::Game::run() {
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int simpleengine::Game::run() {
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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// Get delta time first thing
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// Get delta time first thing
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float delta_time = get_delta_time();
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float frame_time = get_delta_time();
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//std::cout << "Delta time: " << delta_time << std::endl;
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// Poll input events
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// Poll input events
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glfwPollEvents();
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glfwPollEvents();
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input_update(frame_time); // Update input on varying timestep
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const double max_delta_time = 0.25;
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tps_accumulator += frame_time;
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tps_accumulator += delta_time;
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// https://gafferongames.com/post/fix_your_timestep/
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while (tps_accumulator >= fixed_delta_time) {
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update(fixed_delta_time);
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input_update(delta_time);
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tps_accumulator -= fixed_delta_time;
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while (tps_accumulator >= max_delta_time) {
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update(max_delta_time);
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tps_accumulator -= max_delta_time;
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}
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}
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const double interpolate_alpha = tps_accumulator / max_delta_time;
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// Alpha used for interpolating objects in rendering
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float interpolate_alpha = tps_accumulator / fixed_delta_time;
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render_window(interpolate_alpha, delta_time);
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render_window(interpolate_alpha, frame_time);
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// End draw
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// End draw
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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glFlush();
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glFlush();
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limit_framerate(delta_time);
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limit_framerate(frame_time);
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}
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}
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return 0;
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return 0;
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