Expand description
TickClock: real time turned into fixed simulation steps (ADR-0003
§2): 60 a second, at most 4 in one frame, after which the game slows
down rather than spiral. Whole nanoseconds, so it counts the same on
every machine.
Structs§
- Tick
Clock - The time a frame brings, turned into fixed steps; what is left of a step waits for the next frame.
Constants§
- MAX_
STEPS - The most steps one frame runs: a frame later than this drops the rest of its time.
- STEPS_
PER_ SECOND - Fixed simulation steps a second:
shuyi_core::timer::STEPS_PER_SECOND.