I am studying various approaches to implementing a game loop, and I have found this article.
In the article, the author implements a loop which, if the processing falls behind in time, skips frame renderings and just updates the game in a loop (the last variant called "Constant Game Speed independent of Variable FPS").
I do not understand why it is acceptable to call
update_game() in a loop without making sure the update function is called at a particular interval. I do not see any value in doing this. I would think that, in my game, I would want to be sure that the game is updated periodically with a known period.
Maybe it is worthwhile to have two threads, where one would call the update function, periodically, and the other one would redraw the game, also periodically. Of course, I would need to synchronise the threads. Would this be a good and practical approach?