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authorDavid Thompson <dthompson2@worcester.edu>2023-12-28 11:23:49 -0500
committerDavid Thompson <dthompson2@worcester.edu>2023-12-28 11:23:49 -0500
commit25c5eac5e6ca1035db1eddd7bea9ac78531da57e (patch)
tree96377006bbfee75bcf0ce208c1ef89cbdfa5b803 /manuals/sly/The-Game-Loop.html
parent5b2e467a7e5e2ffbb0cbbf2557283be891d8206b (diff)
Delete manuals!
Good riddance! These are hosted on files.dthompson.us now!
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-<p>
-Previous: <a href="Window-Creation.html#Window-Creation" accesskey="p" rel="prev">Window Creation</a>, Up: <a href="Booting.html#Booting" accesskey="u" rel="up">Booting</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr>
-<a name="The-Game-Loop-1"></a>
-<h4 class="subsection">4.1.2 The Game Loop</h4>
-
-<dl>
-<dt><a name="index-draw_002dhook"></a>Scheme Variable: <strong>draw-hook</strong></dt>
-<dd><p>This hook is run every time the game loop wants to render. Procedures
-added to this hook should accept two arguments: <code>dt</code>, the time in
-seconds since the last render call; and <code>alpha</code>, a number in the
-range [0,1] that indicates how far in between two discrete updates of
-the game state the loop is in. The <code>alpha</code> value is important
-for smoothing animated values to avoid the &ldquo;temporal aliasing&rdquo;
-effect that causes choppy looking animations.
-</p></dd></dl>
-
-<dl>
-<dt><a name="index-after_002dgame_002dloop_002derror_002dhook"></a>Scheme Variable: <strong>after-game-loop-error-hook</strong></dt>
-<dd><p>This hook is run every time the game loop catches an error.
-Procedures added to this hook should accept no arguments.
-</p></dd></dl>
-
-<dl>
-<dt><a name="index-run_002dgame_002dloop"></a>Scheme Procedure: <strong>run-game-loop</strong> <em>[<var>#:frame-rate</var>] [<var>#:tick-rate</var>] [<var>#:max-ticks-per-frame</var>]</em></dt>
-<dd><p>Start the game loop. <code>frame-rate</code> specifies the optimal number
-of frames to draw per second. <code>tick-rate</code> specifies the optimal
-game logic updates per second. Both <code>frame-rate</code> and
-<code>tick-rate</code> are 60 by default. <code>max-ticks-per-frame</code> is the
-maximum number of times the game loop will update game state in a
-single frame. When this upper bound is reached due to poor
-performance, the game will start to slow down instead of becoming
-completely unresponsive and possibly crashing.
-</p></dd></dl>
-
-<dl>
-<dt><a name="index-stop_002dgame_002dloop"></a>Scheme Procedure: <strong>stop-game-loop</strong></dt>
-<dd><p>Abort the game loop.
-</p></dd></dl>
-
-
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