pub struct Virtual { /* private fields */ }
Expand description
The virtual game clock representing game time.
A specialization of the Time
structure. For method documentation, see
Time<Virtual>
.
Normally used as Time<Virtual>
. It is automatically inserted as a resource
by TimePlugin
and updated based on
Time<Real>
. The virtual clock is automatically set as the default
generic Time
resource for the update.
The virtual clock differs from real time clock in that it can be paused, sped up and slowed down. It also limits how much it can advance in a single update in order to prevent unexpected behavior in cases where updates do not happen at regular intervals (e.g. coming back after the program was suspended a long time).
The virtual clock can be paused by calling pause()
and
unpaused by calling unpause()
. When the game clock is
paused delta()
will be zero on each update, and
elapsed()
will not grow.
effective_speed()
will return 0.0
. Calling
pause()
will not affect value the delta()
value for the update currently being processed.
The speed of the virtual clock can be changed by calling
set_relative_speed()
. A value of 2.0
means
that virtual clock should advance twice as fast as real time, meaning that
delta()
values will be double of what
Time<Real>::delta()
reports and
elapsed()
will go twice as fast as
Time<Real>::elapsed()
. Calling
set_relative_speed()
will not affect the
delta()
value for the update currently being processed.
The maximum amount of delta time that can be added by a single update can be
set by set_max_delta()
. This value serves a dual
purpose in the virtual clock.
If the game temporarily freezes due to any reason, such as disk access, a
blocking system call, or operating system level suspend, reporting the full
elapsed delta time is likely to cause bugs in game logic. Usually if a
laptop is suspended for an hour, it doesn’t make sense to try to simulate
the game logic for the elapsed hour when resuming. Instead it is better to
lose the extra time and pretend a shorter duration of time passed. Setting
max_delta()
to a relatively short time means that the
impact on game logic will be minimal.
If the game lags for some reason, meaning that it will take a longer time to compute a frame than the real time that passes during the computation, then we would fall behind in processing virtual time. If this situation persists, and computing a frame takes longer depending on how much virtual time has passed, the game would enter a “death spiral” where computing each frame takes longer and longer and the game will appear to freeze. By limiting the maximum time that can be added at once, we also limit the amount of virtual time the game needs to compute for each frame. This means that the game will run slow, and it will run slower than real time, but it will not freeze and it will recover as soon as computation becomes fast again.
You should set max_delta()
to a value that is
approximately the minimum FPS your game should have even if heavily lagged
for a moment. The actual FPS when lagged will be somewhat lower than this,
depending on how much more time it takes to compute a frame compared to real
time. You should also consider how stable your FPS is, as the limit will
also dictate how big of an FPS drop you can accept without losing time and
falling behind real time.
Trait Implementations§
Source§impl FromReflect for Virtualwhere
Self: Any + Send + Sync,
Duration: FromReflect + TypePath + RegisterForReflection,
bool: FromReflect + TypePath + RegisterForReflection,
f64: FromReflect + TypePath + RegisterForReflection,
impl FromReflect for Virtualwhere
Self: Any + Send + Sync,
Duration: FromReflect + TypePath + RegisterForReflection,
bool: FromReflect + TypePath + RegisterForReflection,
f64: FromReflect + TypePath + RegisterForReflection,
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bool: FromReflect + TypePath + RegisterForReflection,
f64: FromReflect + TypePath + RegisterForReflection,
impl GetTypeRegistration for Virtualwhere
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bool: FromReflect + TypePath + RegisterForReflection,
f64: FromReflect + TypePath + RegisterForReflection,
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Source§impl Reflect for Virtualwhere
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bool: FromReflect + TypePath + RegisterForReflection,
f64: FromReflect + TypePath + RegisterForReflection,
impl Reflect for Virtualwhere
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Duration: FromReflect + TypePath + RegisterForReflection,
bool: FromReflect + TypePath + RegisterForReflection,
f64: FromReflect + TypePath + RegisterForReflection,
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Source§impl Struct for Virtualwhere
Self: Any + Send + Sync,
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bool: FromReflect + TypePath + RegisterForReflection,
f64: FromReflect + TypePath + RegisterForReflection,
impl Struct for Virtualwhere
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bool: FromReflect + TypePath + RegisterForReflection,
f64: FromReflect + TypePath + RegisterForReflection,
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impl TypePath for Virtual
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fn type_path() -> &'static str
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fn short_type_path() -> &'static str
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fn crate_name() -> Option<&'static str>
Source§impl Typed for Virtualwhere
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impl Copy for Virtual
Auto Trait Implementations§
impl Freeze for Virtual
impl RefUnwindSafe for Virtual
impl Send for Virtual
impl Sync for Virtual
impl Unpin for Virtual
impl UnwindSafe for Virtual
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Source§impl<T> FromWorld for Twhere
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