If a frame comes out faster than 60FPS, delay to limit the framerate
If a frame comes out late, reset time and frame count (otherwise, the game speeds up unreasonably to try to make up for lost time)
I haven't verified, but I'm assuming that the difference between my environment and yours may have something to do with vsync (disabled on mine, enabled on yours).
Added "std::" namespace designations to some variables in the game
engine
If a frame comes out faster than 60FPS, delay to limit the framerate
If a frame comes out late, reset time and frame count (otherwise, the game speeds up unreasonably to try to make up for lost time)
I haven't verified, but I'm assuming that the difference between my environment and yours may have something to do with vsync (disabled on mine, enabled on yours).
Added "std::" namespace designations to some variables in the game engine