| I did some big game dev for some years 10 years ago. The loop was (there was only 1 loop): delta_t = time between last frame and now fetch input status for each entity:
entity.think(delta_t) (for example, if a monster is in the state of moving towards me, it will move speed*delta_t units) Render() Never saw loops with real threads, that looks like asking for trouble. If it was a multiplayer game then the think part was on the server and the client would just ready entity state from the network, sent input to server, and render(). |