Handling large time deltas is crucial for maintaining game stability and preventing unexpected behavior when a game is paused, minimized, or experiences a sudden lag spike. Here are some strategies to deal with this issue:
The simplest approach is to cap the time delta to a maximum value. This prevents the game from trying to catch up all at once if there's a long pause:
#include <SDL.h>
#include <algorithm>
// Maximum of 100ms
const float MAX_DELTA_TIME = 0.1f;
void updateGame(float deltaTime) {
// Game update logic here
}
int main() {
SDL_Init(SDL_INIT_VIDEO);
Uint64 previousTime = SDL_GetTicks64();
while (true) {
Uint64 currentTime = SDL_GetTicks64();
float deltaTime = (currentTime -
previousTime) / 1000.0f;
// Cap the delta time
deltaTime = std::min(deltaTime,
MAX_DELTA_TIME);
updateGame(deltaTime);
previousTime = currentTime;
}
SDL_Quit();
return 0;
}
Another approach is to accumulate time and update the game in fixed time steps. This method is particularly useful for physics simulations:
#include <SDL.h>
// 60 updates per second
const float FIXED_TIME_STEP = 0.016f;
void updateGame(float deltaTime) {
// Game update logic here
}
int main() {
SDL_Init(SDL_INIT_VIDEO);
Uint64 previousTime = SDL_GetTicks64();
float accumulatedTime = 0.0f;
while (true) {
Uint64 currentTime = SDL_GetTicks64();
float deltaTime = (currentTime -
previousTime) / 1000.0f;
accumulatedTime += deltaTime;
while (accumulatedTime >= FIXED_TIME_STEP) {
updateGame(FIXED_TIME_STEP);
accumulatedTime -= FIXED_TIME_STEP;
}
previousTime = currentTime;
}
SDL_Quit();
return 0;
}
This approach ensures that the game logic always updates with a consistent time step, regardless of how much real time has passed.
When the game is explicitly paused or minimized, you might want to skip updating game logic entirely:
#include <SDL.h>
bool isPaused = false;
void updateGame(float deltaTime) {
// Game update logic here
}
int main() {
SDL_Init(SDL_INIT_VIDEO);
Uint64 previousTime = SDL_GetTicks64();
while (true) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_WINDOWEVENT) {
if (event.window.event ==
SDL_WINDOWEVENT_MINIMIZED) {
isPaused = true;
} else if (event.window.event ==
SDL_WINDOWEVENT_RESTORED) {
isPaused = false;
// Reset the previous time
previousTime = SDL_GetTicks64();
}
}
}
if (!isPaused) {
Uint64 currentTime = SDL_GetTicks64();
float deltaTime = (currentTime -
previousTime) / 1000.0f;
updateGame(deltaTime);
previousTime = currentTime;
}
}
SDL_Quit();
return 0;
}
By implementing these strategies, you can ensure that your game handles large time deltas gracefully, maintaining a smooth and consistent experience for players even when unexpected pauses or slowdowns occur.
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