Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

You could also initialize the delay timer before starting a render, so you’re timing render+update and then burning off any excess in the sync loop.

Not sure I follow, but we both may be saying the same thing.

(+1)

I was just drawing a distiction between

loop
    # render
    vf := 1
    delay := vf
    # update
    loop
        vf := delay
        if vf != 0 then
    again
again

and

loop
    vf := 1
    delay := vf
    # render
    # update
    loop
        vf := delay
        if vf != 0 then
    again
again