EPOK RUNTIME
epok::Time
Class
Class
Elapsed microseconds come from GPU::now().
Basic usage
This minimal snippet shows the normal syntax for reaching the type. Open a member below for an operation-specific example.
C++ example
#include "time.hpp"
epok::Time& value = /* obtain a valid instance from your game */;Fields and constants
delta_rawQ12 seconds, 68/69 alternating without cumulative drift.Fielddropped_stepsExposes `dropped_steps` on `epok::Time` for fixed-step simulation time and frame timing.Fieldframe_microsecondsExposes `frame_microseconds` on `epok::Time` for fixed-step simulation time and frame timing.Fieldmax_stepsExposes `max_steps` on `epok::Time` for fixed-step simulation time and frame timing.VariablerateExposes `rate` on `epok::Time` for fixed-step simulation time and frame timing.VariableticksExposes `ticks` on `epok::Time` for fixed-step simulation time and frame timing.FieldPublic methods
advancePerforms `advance` as part of fixed-step simulation time and frame timing.Methodbegin_tickBegins tick as part of fixed-step simulation time and frame timing.Methodinterpolation_rawPerforms `interpolation raw` as part of fixed-step simulation time and frame timing.Methodinterpolation_thousandthsPerforms `interpolation thousandths` as part of fixed-step simulation time and frame timing.MethodpausedPauses d as part of fixed-step simulation time and frame timing.MethodresetResets reset as part of fixed-step simulation time and frame timing.Methodset_pausedSets paused as part of fixed-step simulation time and frame timing.MethodsynchronizeExplicit loading time is excluded without erasing gameplay counters or pause state.Method