public override void Loop(Game game, LoopState state) { state.Tick(); accumulatedTime += state.NanoSeconds; updateCount = 0; while (accumulatedTime >= frameRate && updateCount < maxCount) { game.Update(state); updateCount++; accumulatedTime -= frameRate; } state.Interpolation = accumulatedTime/frameRate; game.Render(state); //var sleepTime = (frameRate - state.MilliSeconds); //if(sleepTime > 0) // Thread.Sleep((int)sleepTime); }
public override void Loop(Game game, LoopState state) { state.Tick(); game.Update(state); game.Render(state); }