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Multiplatform C game engine from scratch | Day 55 [Fixed Timestep]

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May 6, 2026
2:12:49

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