I want to make a game loop that is deterministic sort of like a physics engine but it's for game update and rendering.
I've done a lot of reading and I still was a bit confused.
I've read these articles:
- http://gameprogrammingpatterns.com/game-loop.html
- http://www.koonsolo.com/news/dewitters-gameloop/
- http://gafferongames.com/game-physics/fix-your-timestep/
- http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Canonical_Game_Loop
- http://gamesfromwithin.com/back-to-the-future-part-1
- http://gamesfromwithin.com/back-to-the-future-part-2
- http://www.learn-cocos2d.com/2013/10/game-engine-multiply-delta-time-or-not/
The one that made the most sense was the final article about multiply delta time or not.
I want to have fixed time step so I will design my games to fit in either 30 or 60 fps. So if I target 60fps all logic needs to be done in 0.166ms on a pc but if I am making an app that runs on mobile 0.33ms.
With those ideas in mind how would I setup the game loop that's deterministic but also frees the renderer but I am unsure how to go about doing the rendering loop? Would I interpolate the position before rendering?