Ticking is a crucial concept in game development that goes beyond event-driven updates. While events are great for handling specific interactions, ticking provides a consistent and predictable way to update game objects, regardless of whether events occur or not.
Here's why ticking is essential:
Here's a simple example demonstrating the difference between event-driven updates and ticking:
#include <SDL.h>
#include <iostream>
class GameObject {
public:
virtual void HandleEvent(SDL_Event& E) {}
virtual void Tick() {}
};
class Player : public GameObject {
public:
void HandleEvent(SDL_Event& E) override {
if (E.type == SDL_KEYDOWN &&
E.key.keysym.sym == SDLK_SPACE) {
std::cout << "Player jumped!\n";
}
}
void Tick() override {
// Update player position every frame
x += velocity * deltaTime;
std::cout << "Player position updated: "
<< x << "\n";
}
private:
float x{0};
float velocity{1.0f};
float deltaTime{0.016f}; // Assuming 60 FPS
};
int main() {
Player player;
SDL_Event event;
// Simulate a few frames
for (int i = 0; i < 5; ++i) {
// Handle events (only occurs when there's input)
while (SDL_PollEvent(&event)) {
player.HandleEvent(event);
}
// Tick (occurs every frame)
player.Tick();
}
return 0;
}
Player position updated: 0.016
Player position updated: 0.032
Player position updated: 0.048
Player position updated: 0.064
Player position updated: 0.08
In this example, the player's position is updated every frame through ticking, ensuring smooth movement. Event handling only occurs when specific inputs are received.
This combination allows for responsive input handling while maintaining continuous game state updates.
Answers to questions are automatically generated and may not have been reviewed.
Using Tick()
functions to update game objects independently of events