We create a timer system that allows us to accurately (within microseconds) measure the time passed on the current frame. This is then used to fix the physics timestep at a specific rate and interpolate the objects being drawn using an accurate delta time.
02:11 - How things work currently and why it's an issue
48:14 - Moving over to seconds as the unit of time
55:50 - Solving overshoot bug
1:41:37 - Finalizing synchronizer logic
2:08:41 - Enabling VSync to synchronize the graphics thread
https://timpz.tv
FAQ:
What are your tools?
- VSCodium, RemedyBG, LLVM, Clangd, Emscripten
What's that theme?
- Synthwave '84
Is the code public?
- https://gitlab.com/timpz
What are your dependencies?
- HandmadeMath.h, kb_text_shape.h, stb_truetype.h, GLEW/OpenGL & Emscripten/WebGL
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Multiplatform C game engine from scratch | Day 55 [Fixed Timestep] | NatokHD