Clamp delta time in debugger, or other ways to control delta_time #1543
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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_time
will 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_time
or maybe there's something more auto-magic that would allow detecting when the debugger has paused?if sys.gettrace() is not None
AI
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_time
but for arcade to tick as fast as possible, no sleeping.