![]() A simple call to Set() causes the timer to start at 0 or if a value is passed in it will start the timer with that instead. The constructor sets it to an invalid state where the timer is effectively disabled. Smart timers encapsulate timer functionality into a struct that holds only a long so it uses exactly the same amount of memory as a float. Static const long invalidTime = LONG_MAX Ĭonst float SmartTimer::conversion = 10000 StartTime(totalTime - long(conversion*currentTime)) ![]() Smart timers are a way of simplifying code, optimizing, and controlling the floating point inaccuracy at the same time. After running for a few hours the precision loss can start to become a big issue. Floating point inaccuracy is another problem that eventually crops up when the time becomes very large. However it’s not very clean because larger games can have hundreds of timers and it would be ideal to eliminate code like this all over the place. That is a very simple way to keep a timer is by just initializing a float and accumulating the delta time every frame. ![]() There are different ways to keep track of time, this method some nice advantages that will make your life easier! To start with lets look at this example that uses a timer to track how long it’s been since the player was last damaged. A timer works kind of like a stop watch in real life. Every game needs some kind of timers to control gameplay related events.
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