From 25c5eac5e6ca1035db1eddd7bea9ac78531da57e Mon Sep 17 00:00:00 2001 From: David Thompson Date: Thu, 28 Dec 2023 11:23:49 -0500 Subject: Delete manuals! Good riddance! These are hosted on files.dthompson.us now! --- manuals/sly/The-Game-Loop.html | 114 ----------------------------------------- 1 file changed, 114 deletions(-) delete mode 100644 manuals/sly/The-Game-Loop.html (limited to 'manuals/sly/The-Game-Loop.html') diff --git a/manuals/sly/The-Game-Loop.html b/manuals/sly/The-Game-Loop.html deleted file mode 100644 index f8a685d..0000000 --- a/manuals/sly/The-Game-Loop.html +++ /dev/null @@ -1,114 +0,0 @@ - - - - - -Sly: The Game Loop - - - - - - - - - - - - - - - - - - - - -
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4.1.2 The Game Loop

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Scheme Variable: draw-hook
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This hook is run every time the game loop wants to render. Procedures -added to this hook should accept two arguments: dt, the time in -seconds since the last render call; and alpha, 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 alpha value is important -for smoothing animated values to avoid the “temporal aliasing” -effect that causes choppy looking animations. -

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Scheme Variable: after-game-loop-error-hook
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This hook is run every time the game loop catches an error. -Procedures added to this hook should accept no arguments. -

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Scheme Procedure: run-game-loop [#:frame-rate] [#:tick-rate] [#:max-ticks-per-frame]
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Start the game loop. frame-rate specifies the optimal number -of frames to draw per second. tick-rate specifies the optimal -game logic updates per second. Both frame-rate and -tick-rate are 60 by default. max-ticks-per-frame 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. -

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Scheme Procedure: stop-game-loop
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Abort the game loop. -

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