npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2024 – Pkg Stats / Ryan Hefner

game-loops

v1.1.0

Published

Several kinds of game loop

Downloads

8

Readme

Game Loops

Various implementations of game loops. Most of which I have implemented at one time or another. I grow weary of rewriting this code. Here it is for viewing or usage. There are tests too. If you want detail explanation on why you may want one over another read Fix your timestep by Glenn Fielder.

  • fixed delta time
  • variable delta time
  • semi fixed timestep
  • fixed timestep
  • fixed timestep with remainder

Creating a loop

import {
  createFixedDeltaTime,
  createVariableDeltaTime,
  createSemiFixedTimestep,
  createFixedTimeStep,
  createFixedTimeStepWithRemainder
} from 'game-loops';

const ms = 1000 / 60;
const onFrame = (Δ, t) => { ... };
const onRemainder = (Δ, t) => { ... };
const isPaused = () => false;

const fixedDeltaTime = createFixedDeltaTime(ms, isPaused, onFrame);
const variableDeltaTime = createVariableDeltaTime(isPaused, onFrame);
const semiFixedTimeStep = createSemiFixedTimestep(ms, isPaused, onFrame);
const fixedTimeStep = createFixedTimeStep(ms, isPaused, onFrame);
const withRemainder = createFixedTimeStepWithRemainder(ms, isPaused, onFrame, onRemainder);

Hooking it into a scheduler

setInterval(fixedDeltaTime, 1000 / 60);
setInterval(variableDeltaTime, 1000 / 60);
setInterval(semiFixedTimeStep, 1000 / 60);
setInterval(fixedTimeStep, 1000 / 60);
setInterval(withRemainder, 1000 / 60);

or you can call it on demand

fixedDeltaTime();
variableDeltaTime();
semiFixedTimeStep();
fixedTimeStep();
withRemainder();

Common behaviour

  • They all accept a function that should return true if paused and false if not paused. No callbacks are executed when paused.
  • All callbacks receive the delta as the first parameter
  • All callbacks receive the elapsed game time as the second parameter.

fixed delta time

Calls your function with a fixed time delta everytime you invoke it. You could probably just do this yourself.

variable delta time

Calculates time between invocations and uses that as the delta.

semi fixed timestep

As variable but caps it at a delta you define.

fixed timestep

Set the timestep to some number of milliseconds. Say 1000/60 for 60 frames per second. This means that the callback will always receive the timestep specified on frame. Will call your function frameDelta / ms times

Accepts an optional final parameter to limit the frameDelta to some number of ms.

const fixedTimeStep = createFixedTimeStep(ms, isPaused, onFrame, maxMS);

fixed timestep with remainder

Like fixed timestep but your onRemainder function is called with the remainder of ms. You can determine how far through a frame you are to render the world. It's up to you. Will call your function frameDelta / ms times.

Accepts an optional final parameter to limit the frameDelta to some number of ms.

const withRemainder = createFixedTimeStepWithRemainder(ms, isPaused, onFrame, onRemainder, maxMS);