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Sep 16, 2017 at 13:13 history edited DMGregory
Removing update meta-tag, as discussed here https://gamedev.meta.stackexchange.com/a/2510/39518
Nov 10, 2016 at 17:45 vote accept Sam
Nov 10, 2016 at 16:30 answer added Graham timeline score: 4
Nov 10, 2016 at 15:04 comment added pjc50 How often do you have an update that does nothing? Not even updating background animations or on-screen clocks?
Nov 10, 2016 at 12:43 comment added user1306322 A more logical question would be "what is the point of update-dependent rendering game loop"
Nov 10, 2016 at 9:40 comment added Thierry Do note that the code reads while (isTimeForUpdate), not if (isTimeForUpdate). The main goal isn't to render() when there hasn't been an update(), but to update() repeatedly in between render()s. Regardless, both situations have valid uses. The former would be valid if state can change outside of your update function, e.g., change what is rendered based on implicit state such as the current time. The latter is valid because it gives your physics engine the possibility to do a lot of small, precise updates, which e.g. reduces the chance of 'warping' through obstacles.
Nov 10, 2016 at 9:21 comment added Luaan Not all changes in rendering are reflected in the game state. And I suspect you misunderstand the point of that piece of code - it allows you to update multiple times per render, not render multiple times per update.
Nov 10, 2016 at 9:04 answer added Thomas timeline score: 4
Nov 10, 2016 at 7:14 comment added Niels Personally, I found gameprogrammingpatterns.com/game-loop.html a helpful explanation
Nov 10, 2016 at 5:02 history tweeted twitter.com/StackGameDev/status/796578876810006528
Nov 10, 2016 at 4:28 answer added Waddles timeline score: 8
Nov 10, 2016 at 0:56 answer added DMGregory timeline score: 126
Nov 9, 2016 at 23:15 answer added tyjkenn timeline score: 6
Nov 9, 2016 at 22:04 history asked Sam CC BY-SA 3.0