bryanedds / Nu

Repository hosting the open-source Nu Game Engine and related projects.
MIT License
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Screen transitions always implemented in terms of UpdateTime? Or limit on TickTime advance? #662

Closed bryanedds closed 9 months ago

bryanedds commented 9 months ago

Currently, if there's a loading delay, screen transitions in look like they're skipped because by the time the loading is done, enough clock time as passed for the transition to be finished. One solution is to simply implement them in terms of UpdateTime rather than ClockTime. Alternatively, maybe we can put a limit on how much TickTime (used by ClockTime) advances per frame.