Closed edwinsaunders closed 7 years ago
I used the following workaround:
while (coordinator.Update()) {
// Slow down game speed for better look & feel while making experiments.
sc2::SleepFor(15);
}
It seems that we have no other way.
Another option is:
coordinator.SetRealtime(true);
However this also has the effect where a variable number of GameLoops may pass between calls to your OnStep depending on how slow your logic is. If this is undesirable I suggest alkurbatov's solution.
@KevinCalderone, @alkurbatov's solution works, but keep in mind that you have to include manage_process header.
#include <sc2utils/sc2_manage_process.h>
I tried using coordinator.SetStepSize(), but it only takes int values, and the default value of 1 is already much faster than a normal game.