Class GameRuntime
Defined in File game-runtime.h
Class Documentation
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class GameRuntime
Declaration:
finalCoordinates platform input, game simulation, rendering, presentation, and teardown.
Each scheduled update receives accumulated State activity and the selected simulation delta, with observation time available separately. Both modes use the same variable/fixed timing and bounded recovery policy. Rendering consumes published render state, never the game’s live mutable simulation state. These boundaries apply in either mode. The calling thread owns platform polling and graphics operations; concurrent mode gives update and frame preparation to one simulation worker. Sequential mode uses one recycled frame. Concurrent mode uses three slots and renders the newest complete frame available at each handoff.
Public Functions
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GameRuntime(::CE::Runtime::Context &engine, ::CE::Game::AbstractGame &game, ::CE::Runtime::RunMode mode = ::CE::Runtime::RunMode::Sequential, Input::PollingOptions polling = Input::PollingOptions{}, ::CE::Runtime::Simulation::TimingOptions timing = ::CE::Runtime::Simulation::TimingOptions{})
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void run()
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void stop()
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::CE::Runtime::RuntimeStats diagnostics() const
Declaration:
[[nodiscard]]
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inline ::CE::Runtime::SimulationDispatcher &simulation_dispatcher()
Declaration:
[[nodiscard]]
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GameRuntime(::CE::Runtime::Context &engine, ::CE::Game::AbstractGame &game, ::CE::Runtime::RunMode mode = ::CE::Runtime::RunMode::Sequential, Input::PollingOptions polling = Input::PollingOptions{}, ::CE::Runtime::Simulation::TimingOptions timing = ::CE::Runtime::Simulation::TimingOptions{})