C++ - using glfwGetTime() for a fixed time step
c++, glfw, loops
Solution
All you need is this code for limiting updates, but keeping the rendering at highest possible frames. The code is based on this tutorial which explains it very well. All I did was to implement the same principle with GLFW and C++.
static double limitFPS = 1.0 / 60.0;
double lastTime = glfwGetTime(), timer = lastTime;
double deltaTime = 0, nowTime = 0;
int frames = 0 , updates = 0;
// - While window is alive
while (!window.closed()) {
// - Measure time
nowTime = glfwGetTime();
deltaTime += (nowTime - lastTime) / limitFPS;
lastTime = nowTime;
// - Only update at 60 frames / s
while (deltaTime >= 1.0){
update(); // - Update function
updates++;
deltaTime--;
}
// - Render at maximum possible frames
render(); // - Render function
frames++;
// - Reset after one second
if (glfwGetTime() - timer > 1.0) {
timer ++;
std::cout << "FPS: " << frames << " Updates:" << updates << std::endl;
updates = 0, frames = 0;
}
}
You should have a function update() for updating game logic and a render() for rendering. Hope this helps.
Problem
After doing some research and debugging in my C++ project with glfwGetTime(), I'm having trouble making a game loop for my project. As far as time goes I really only worked with nanoseconds in Java and on the GLFW website it states that the function returns the time in seconds. How would I make a fixed time step loop with glfwGetTime()? What I have now - ``` while(!glfwWindowShouldClose(window)) { double now = glfwGetTime(); double delta = now - lastTime; lastTime = now; accumulator += delta; while(accumulator >= OPTIMAL_TIME) // OPTIMAL_TIME = 1 / 60 { //tick accumulator -= OPTIMAL_TIME; } ``` }