* last_Second := stores the time of the last second, used for ups and fps
*/
int target_UPS = 100;
+float update_Wait = 0;
int ups, fps;
int update_Count, draw_Count;
-long int last_Second;
+MICRO last_Second;
+
+const int min_wait_milli = 20;
+const int min_wait_micro = min_wait_milli * 1000;
+const float game_step = 10;
int startUpdateThread(void*);
int startDrawThread(void*);
SDL_Thread* updates = SDL_CreateThread(startUpdateThread, NULL);
+ // for some reason this needs to be on the main thread ...?
startDrawThread(NULL);
SDL_WaitThread(updates, NULL);
int startUpdateThread(void*)
{
+ last_Second = tickCountMicro();
+
while(is_Running)
{
- handleInput();
- update(10);
+ MICRO time = tickCountMicro();
+ handleInput();
+ update(game_step);
+
+ updateFPSCounters();
+ time = tickCountMicro() - time;
- updateFPSCounters();
+ float wait = (1000000.0 / target_UPS - time);
+ update_Wait += 0 < wait ? wait : 0;
- SDL_Delay(10);
+ while(min_wait_micro < update_Wait)
+ {
+ update_Wait -= min_wait_micro;
+ SDL_Delay(min_wait_milli);
+ }
}
return 0;