我正在用typescript开发一个游戏引擎来学习一些东西。在Unity中,固定更新的工作方式(理论上)如下:
var physicsTimeSimulated = 0;
var lastUpdateTime = 0;
while (Unity is Running)
{
while (physicsTimeSimulated < Time.time)
{
Engine.ExecutePhysicsStep();
Engine.FixedUpdate(); // <-- sent to all objects
physicsTimeSimulated += physicsTimeStep;
}
deltaTime = Time.time - lastUpdateTime;
Engine.RenderFrame();
Engine.Update(); // <-- sent to all objects
lastUpdateTime = CurrentTime;
// and repeat...
}在Typescript中实现这样的东西的好方法是什么?我执行update函数的方式如下:
private fixedUpdateTiming: number = 1;
private lastUpdate:number = Date.now();
public Update(): void {
while((Date.now() - this.lastUpdate) > this.fixedUpdateTiming){
this.onAppFixedUpdate.dispatch();
this.lastUpdate = Date.now();
}
this.onAppUpdate.dispatch();
window.requestAnimationFrame(() => {
this.Update();
});
}这样,每个fixedupdate可以有多个更新,但我每次更新只能得到一个fixedupdate。
提前谢谢你,Steenbrink
发布于 2020-01-22 21:23:54
好吧,不要紧,我很愚蠢。我会在这里留下这个作为参考。
我修复它的方法如下:
private fixedUpdateTiming: number = 20;
private physicsTimeSimulated:number = Date.now();
private _deltaTime: number = 0;
private lastUpdate: number = Date.now();
public Update(): void {
while(this.physicsTimeSimulated < Date.now()){
this.onAppFixedUpdate.dispatch();
this.physicsTimeSimulated += this.fixedUpdateTiming;
}
this.onAppUpdate.dispatch();
this._deltaTime = Date.now() - this.lastUpdate;
this.lastUpdate = Date.now();
window.requestAnimationFrame(() => {
this.Update();
});
}https://stackoverflow.com/questions/59860372
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