protected override void OnUpdateFrame(FrameEventArgs e) { if(_isPaused) return; var deltaTime = (float) e.Time; _accumulator += deltaTime; while (_accumulator >= _timeStep) { _game.InputDevice.Update(); _game.Update(_timeStep); _accumulator -= _timeStep; } base.OnUpdateFrame(e); }
protected override void OnUpdateFrame(FrameEventArgs e) { _game.Update((float)e.Time); base.OnUpdateFrame(e); }