Expand description
The game loop shared by the editor’s Play mode and the standalone player.
A tick runs scripts, environment and procedural systems, then zero or more
fixed physics steps and finally refreshes world transforms. The shell supplies
input before ticking. Frame input edges remain visible to every fixed step in
that frame; scripts should consume one-shot gameplay actions in update.
use kvas_engine::{runtime::Runtime, scene::Scene};
let mut runtime = Runtime::new(Scene::default(), None);
runtime.tick(1.0 / 60.0);
assert_eq!(runtime.time.frame, 1);
runtime.set_paused(true);
runtime.tick(1.0);
assert_eq!(runtime.time.frame, 1);Structs§
- Frame
Stats - Timing diagnostics for the most recent tick.
- Runtime
- Owned gameplay state shared by editor Play mode and the standalone player. Dropping the runtime destroys script instances before unloading their library.
- Runtime
Config - Validated timing policy for a
Runtime. Defaults retain the 60 Hz loop.