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-rw-r--r-- | design.tex | 16 |
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@@ -25,6 +25,22 @@ workflows. \section{Overview} \subsection{Core} +\subsubsection{Game Loop} +Problem Statement\ + +In the context of game development, a robust game loop is essential for maintaining consistent gameplay and ensuring that game logic, physics, and rendering are executed in a synchronized manner. +Without a well-defined game loop, issues such as inconsistent frame rates, unresponsive input handling, and unpredictable behavior can arise, leading to a poor user experience. +Therefore, the implementation of a game loop within a game engine is crucial for providing a stable foundation upon which game developers can build their projects./ + +Game Loop Design\ + +The game loop is integrated directly into the engine to streamline development and minimize timing issues for game developers. +Two separate update functions are employed. A fixed-time update is used with a consistent time delay per update call for game logic and physics, ensuring predictable behavior regardless of fluctuations in frame rates. +By performing physics calculations at regular intervals, game logic and physics are decoupled from frame rate, ensuring consistent behavior across different hardware. + +Rendering and animations are handled separately on a per-frame basis. +A delay and delta time calculation are applied to create consitent visual behavior, even when frame rates vary. +This separation between game logic and rendering ensures that both simulation accuracy and visual fluidity are optimized. \subsection{Patterns} |