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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 »
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