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This repository has been archived by the owner on Jun 28, 2023. It is now read-only.
Why?
The current headless update loop is run in a way that isn't identical to headed builds. I quickly threw this together and it seemed to update as often as the headed builds so things seem fine?
I can't remember what precisely makes me feel like this isn't good enough, but I noticed odd subtle behavior that might bite me later on. Even if I don't quite understand how Ebiten's clock works yet, I should probably fix this quirk sooner rather than later.
funcRun(gameStartFuncfunc(), updateFuncfunc(), width, heightfloat64, scalefloat64, titlestring) {
gWindowSize= geom.Vec{
X: width,
Y: height,
}
gWindowScale=scalegMainFunctions.gameStart=gameStartFuncgMainFunctions.update=updateFuncgMainFunctions.gameStart()
// Looptick:=time.Tick(16*time.Millisecond)
for {
select {
case<-tick:
updateFunc()
// todo(Jake): 2018-07-10//// Should improve this to be more robust!// - https://trello.com/c/1RUkMGOx/55-improve-clock-for-headless-mode//// However, I'm deferring this effort as the way Ebiten works might change// in the future:// - https://github.com/hajimehoshi/ebiten/issues/605//// time.Sleep(time.Second / 60)
}
}
}
The text was updated successfully, but these errors were encountered:
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Why?
The current headless update loop is run in a way that isn't identical to headed builds. I quickly threw this together and it seemed to update as often as the headed builds so things seem fine?
I can't remember what precisely makes me feel like this isn't good enough, but I noticed odd subtle behavior that might bite me later on. Even if I don't quite understand how Ebiten's clock works yet, I should probably fix this quirk sooner rather than later.
The text was updated successfully, but these errors were encountered: