Clamp delta time in debugger, or other ways to control delta_time #1543
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
There are a few different cases where it might be helpful to clamp or control
delta_time.Debugger
When pausing in the debugger, the next frame's
delta_timewill be massive. Makes sense, if you pause the debugger for a minute, then the delta is 60s.But engines like Unity clamp delta time for this reason. When you pause and then resume the game in Unity, it will not generate a massive
delta_time.Should we add something like that to arcade?
It could be as simple as
my_window.set_max_delta_time(1/30)orset_fixed_delta_timeor maybe there's something more auto-magic that would allow detecting when the debugger has paused?if sys.gettrace() is not NoneAI
I can't speak to this one, but people want to use arcade for AI simulation or visualization. In these cases, I think the simulation and render loop should run in fast-forward, as fast as the CPU can handle. We can update docs to explain how to do this easily. Maybe we explain how to set a fixed
delta_timebut for arcade to tick as fast as possible, no sleeping.