New answers tagged c++11
"that slowly keeps ticking downwards" - this is your bottleneck. When doing a game engine with a standard update and render loop, you have to be careful that the update does not take too much performance, or else you will enter in a bottleneck. From what I can understand, your update loop looks a bit like this one: dt += (timeNow - timeThen) * FPS / 1000; ...
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