I am building a 3d game from scratch in C++ using OpenGL and SDL on linux as a hobby and to learn more about this area of programming.
Wondering about the best way to simulate time while the game is running. Obviously I have a loop that looks something like:
void main_loop()
{
while(!quit)
{
handle_events();
DrawScene();
...
SDL_Delay(time_left());
}
}
I am using the SDL_Delay and time_left() to maintain a framerate of about 33 fps.
I had thought that I just need a few global variables like
int current_hour = 0;
int current_min = 0;
int num_days = 0;
Uint32 prev_ticks = 0;
Then a function like :
void handle_time()
{
Uint32 current_ticks;
Uint32 dticks;
current_ticks = SDL_GetTicks();
dticks = current_ticks - prev_ticks; // get difference since last time
// if difference is greater than 30000 (half minute) increment game mins
if(dticks >= 30000) {
prev_ticks = current_ticks;
current_mins++;
if(current_mins >= 60) {
current_mins = 0;
current_hour++;
}
if(current_hour > 23) {
current_hour = 0;
num_days++;
}
}
}
and then call the handle_time() function in the main loop.
It compiles and runs (using printf to write the time to the console at the moment) but I am wondering if this is the best way to do it. Is there easier ways or more efficient ways?