Comments (2)
You can throttle using a pattern like this:
const minDelayMs = 1000 / 20;
let lastEnd = 0;
MainLoop.setEnd(() => {
const now = performance.now();
if (now - lastEnd < minDelayMs) return;
lastEnd = now;
io.emit('gameState', updateGamestate(bodies));
});
from mainloop.js.
In the end I did it like this
const nus = 20 // Number of updates per second - 0, 10, 20, 30, 40, 50 or 60
const limit = 60 / nus
let counter = 1
let emit = true
mainloop.setBegin(() => {
emit = counter === limit
counter = emit ? 1 : counter + 1
})
mainloop.setUpdate(delta => {
Engine.update(physicsEngine, delta)
})
mainloop.setEnd(() => {
if (emit) {
io.emit('gameState', updateGamestate(bodies))
}
})
from mainloop.js.
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from mainloop.js.