protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if (!window.isvSync()) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if (!window.isvSync()) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }
protected void gameLoop() { float elapsedTime; float accumulator = 0f; float interval = 1f / TARGET_UPS; boolean running = true; while (running && !window.windowShouldClose()) { elapsedTime = timer.getElapsedTime(); accumulator += elapsedTime; input(); while (accumulator >= interval) { update(interval); accumulator -= interval; } render(); if ( !window.isvSync() ) { sync(); } } }