Use vsync instead of delay-based synchronization
Also changed the game_update() interface to take dt in seconds as a double (rather than milliseconds as an unsigned integer) as we're now computing the refresh interval as a double anyway (by querying the display mode). To my eye (and on my machine), all chunkiness is now gone; the game feels very smooth.
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@@ -27,7 +27,7 @@ void game_init(int argc, char *argv[], void *mem, SDL_Renderer *renderer);
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void game_teardown(void *mem);
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gamestatus_t game_evthandle(void *mem, const SDL_Event *evt);
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gamestatus_t game_update(void *mem, unsigned dt);
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gamestatus_t game_update(void *mem, double dt);
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void game_render(const void *mem, SDL_Renderer *renderer, long unsigned t);
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