SpiderPig Posted February 4, 2023 Share Posted February 4, 2023 Is there a need for something like this in Ultra or is the game loop frequency manged by the engine as indicated by world::Update()'s frequency parameter? uint64_t time_span = 1000;//ms uint64_t time_interval = 100;//ms uint64_t start_time = Millisecs(); float range = 90.0f; float inc = range / (float)(time_span / time_interval); //loop auto result = 0.0f; uint64_t current_time = Millisecs(); if (current_time >= start_time + time_interval) { start_time = current_time; result += inc;//Should be approx 90.0f after a second } Quote Link to comment Share on other sites More sharing options...
Solution Josh Posted February 4, 2023 Solution Share Posted February 4, 2023 You can, but since the update step is fixed, unlike Leadwerks, you can rely on each iteration occurring in intervals of 16.667 milliseconds. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted February 4, 2023 Author Share Posted February 4, 2023 Sweet, thanks! Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted February 4, 2023 Author Share Posted February 4, 2023 I wonder if we could get the current update frequency of the world? I could probably store a variable for this somewhere myself actually but just wondering. float convertRPM(float rpm) { auto frequency = (world->update_frequency * 60.0f) / rpm; return 360.0f / frequency; } Quote Link to comment Share on other sites More sharing options...
Josh Posted February 4, 2023 Share Posted February 4, 2023 That is probably a good idea, especially for self-contained entity component code. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted February 4, 2023 Author Share Posted February 4, 2023 That's pretty much what I'm doing now. Quote Link to comment Share on other sites More sharing options...
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