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Clocks | ||
====== | ||
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PPB has several ways to mark time: fixed-rate updates, frames, and idle time. | ||
These are all exposed via the event system. | ||
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Updates | ||
~~~~~~~ | ||
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The :py:class:`ppb.events.Update` event is fired at a regular, fixed rate | ||
(defaulting to 60 times a second). This is well-suited for simulation updates, | ||
such as motion, running NPC AIs, physics, etc. | ||
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Frames | ||
~~~~~~ | ||
The :py:class:`ppb.events.PreRender` and :py:class:`ppb.events.Render` are fired | ||
every frame. This is best used for particle systems, animations, and anything | ||
that needs to update every rendered frame (even if the framerate varies). | ||
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.. note:: | ||
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While both :py:class:`PreRender <ppb.events.PreRender>` and | ||
:py:class:`Render <ppb.events.Render>` are fired every frame, it is | ||
encouraged that games only use :py:class:`PreRender <ppb.events.PreRender>` | ||
to ensure proper sequencing. That is, it is not guaranteed when | ||
:py:meth:`on_render` methods are called with respect to the actual rendering. | ||
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Idle | ||
~~~~ | ||
:py:class:`ppb.events.Idle` is fired whenever the core event loop has no more | ||
events. While this is primarily used by systems for various polling things, it | ||
may be useful for games which have low-priority calculations to perform. |
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