I'm working on a game-engine in typescript to learn some stuff. In Unity the way the fixed update works (in theory) is as follows:
var physicsTimeSimulated = 0;
var lastUpdateTime = 0;
while (Unity is Running)
{
while (physicsTimeSimulated < Time.time)
{
Engine.ExecutePhysicsStep();
Engine.FixedUpdate(); // <-- sent to all objects
physicsTimeSimulated += physicsTimeStep;
}
deltaTime = Time.time - lastUpdateTime;
Engine.RenderFrame();
Engine.Update(); // <-- sent to all objects
lastUpdateTime = CurrentTime;
// and repeat...
}
What would be a good way to implement something like this in Typescript? The way I am doing the update function is as follows:
private fixedUpdateTiming: number = 1;
private lastUpdate:number = Date.now();
public Update(): void {
while((Date.now() - this.lastUpdate) > this.fixedUpdateTiming){
this.onAppFixedUpdate.dispatch();
this.lastUpdate = Date.now();
}
this.onAppUpdate.dispatch();
window.requestAnimationFrame(() => {
this.Update();
});
}
This way, there can be many updates per fixedupdate, but I can get only one fixedupdate per update.
Thanks in advance, Steenbrink
Oké, nevermind, I am stupid. I will leave this here for reference.
The way I fixed it is as follows:
private fixedUpdateTiming: number = 20;
private physicsTimeSimulated:number = Date.now();
private _deltaTime: number = 0;
private lastUpdate: number = Date.now();
public Update(): void {
while(this.physicsTimeSimulated < Date.now()){
this.onAppFixedUpdate.dispatch();
this.physicsTimeSimulated += this.fixedUpdateTiming;
}
this.onAppUpdate.dispatch();
this._deltaTime = Date.now() - this.lastUpdate;
this.lastUpdate = Date.now();
window.requestAnimationFrame(() => {
this.Update();
});
}