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CoreLoop.cpp
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75 lines (61 loc) · 2.03 KB
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// input events
// update game logic
// render frame
// I'm gonna copy down some example code
#include <chrono> // for time management
#include <thread> // For sleeping to control frame rate
#include <iostream> // For basic output
// Forward declarations for simplicity
void InitializeGame();
void ProcessInput();
void UpdateGame(float deltaTime);
void RenderGame();
void ShutdownGame();
bool g_isRunning = true; // Global flag to control the loop
int main() {
InitializeGame();
auto lastFrameTime = std::chrono::high_resolution_clock::now();
const float targetFrameTime = 1.0f / 60.0f; // Aim for 60 FPS
while (g_isRunning) {
auto currentTime = std::chrono::high_resolution_clock::now();
float deltaTime = std::chrono::duration<float>(currentTime - lastFrameTime).count();
lastFrameTime = currentTime;
ProcessInput();
UpdateGame(deltaTime);
RenderGame();
// Basic frame rate limiting
auto frameDuration = std::chrono::high_resolution_clock::now() - currentTime;
auto sleepTime = std::chrono::duration<float>(targetFrameTime) - frameDuration;
if (sleepTime.count() > 0) {
std::this_thread::sleep_for(sleepTime);
}
}
ShutdownGame();
return 0;
}
void InitializeGame() {
std::cout << "Game initialization..." << std::endl;
// Setup graphics, audio, input systems, load assets, etc.
}
void ProcessInput() {
// Handle keyboard, mouse, gamepad input events
// For example, check for a 'quit' event
// if (inputSystem.QuitRequested()) { g_isRunning = false; }
}
void UpdateGame(float deltaTime) {
// Update game logic:
// - Physics calculations
// - AI updates
// - Game object positions and states
// - Collision detection
// - etc.
}
void RenderGame() {
// Clear screen
// Draw all game objects, UI elements, etc.
// Present the rendered frame to the screen
}
void ShutdownGame() {
std::cout << "Game shutdown..." << std::endl;
// Release resources, clean up systems, etc.
}