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Summary

Wrapping up the game development track with what you have and where to take it.

What you learned + fixed-timestep loop

EXAMPLE
# Game development summary

You can now:

- Reason about the game loop: input, update, render
- Use fixed timestep updates with interpolated rendering
- Detect collisions with AABB, circles, and SAT for convex shapes
- Build a small ECS or use a framework one
- Author and animate sprites; ship a 2D platformer end to end
- Wire input across keyboard, gamepad, and touch
- Bake lightmaps and understand draw call cost in 3D engines
- Profile frame time and find your hot path

# Your next step - a fixed-timestep loop (Glenn Fiedler style)

let lastTime = performance.now();
let acc = 0;
const STEP = 1 / 60;     // 60 Hz simulation

function frame(now) {
  let dt = (now - lastTime) / 1000;
  if (dt > 0.25) dt = 0.25;   // avoid spiral of death after a tab is hidden
  lastTime = now;
  acc += dt;

  while (acc >= STEP) {
    world.update(STEP);
    acc -= STEP;
  }
  const alpha = acc / STEP;   // 0..1 for interpolation
  world.render(alpha);

  requestAnimationFrame(frame);
}
requestAnimationFrame(frame);

Why it matters

Done beats perfect in gamedev. Ship small things often and your taste will sharpen faster than any tutorial can teach.

Tip: Tweak the snippet with Try it Yourself », then sit the quiz at the bottom of the page.

Example

Example
// Next: shaders, VFX graph, networking netcode, post-processing, ECS in Unity DOTS.
Try it Yourself »

Discussion

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