Game Development Reference
In-Depth Information
There's more…
To make the OnStop() method work on Windows, just call it after the exit from the main loop
in Wrapper_Windows.cpp :
while ( !PendingExit )
{
}
OnStop();
The solution is now portable, and all of the logic can be debugged on Windows.
See also
F Implementing the main loop
Implementing the main loop
In the previous chapters our code examples used the OnTimer() callback with a rough ixed
timestep to update the state and the OnDrawFrame() callback to render graphics. This is
not suitable for a real-time game where we should update the state based on the real time
elapsed since the last frame. However, it is still desirable to use a small ixed timestep in
the call to OnTimer() . We can solve this problem by interleaving calls to OnTimer() and
OnDrawFrame() in a tricky fashion and put this logic into a game main loop.
Getting ready
There is a very interesting article called Fix Your Timestep! available at http://
gafferongames.com/game-physics/fix-your-timestep , which explains in great
detail different approaches to the implementation of a game main loop and why ixed
timesteps are important.
How to do it…
1.
The logic of the game main loop is platform-independent and can be put into a
method:
void GenerateTicks()
{
 
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