long int last_Block_Update;
float update_Sum = 0;
-int ups, fps;
+int ups =100, fps=100;
int update_Count, draw_Count;
long int last_Second;
void blockUpdate()
{
long int start = tickCountMicro();
+ long int diff = start - last_Block_Update;
//cout << "Block" << endl;
// Calculate the updates that should be run for the next draw
- update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS);
+ update_Sum += diff / (1000000 / (float)target_UPS);
// insures the float to int cast is done once.
int iupdate_sum = (int)update_Sum;
{
// Calculate a time step that spreads the updates out as much as possible
// used because really quick updates are nearly wasted
- float time_step = ((float)(start - last_Block_Update)) / iupdate_sum / 1000;
+
+ //float time_step = ((float)diff) / iupdate_sum / 1000;
+ //float time_step = 1000 / (100000 / rUpdate) / iupdate_sum;
+ float time_step = 10;
// run the updates
- for (int i = 1; i <= iupdate_sum; i++)
+ for (int i = 0; i < iupdate_sum; i++)
{
handleInput();
update(time_step);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-// SDL_Delay(20);
+// SDL_Delay(10);
time = tickCountMicro() - time;
rDraw = (rDraw*(num-1) + time) /num;