Decouple input timing sensitivity from rendering
Nobody has claimed this yet.
- Dominant language
- Rust
- Stars
- 202
- Forks
- 22
- Avg merge
- 6h 8m
- Merged PRs (30d)
- 7
Description
We currently only collect input between frames. This makes the precision of control over movement (for example) proportional to framerate. We could improve on this by relying on precise input timestamps. Ideally we'd extend winit to collect these from the OS, but a more tractible approach would be to punt rendering/simulation onto a separate thread from input, record our own timestamps in the input thread, and stream timestamped events to the simulation.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by tracing the current input collection between frames and the simulation/rendering loop. Investigate whether winit can provide precise OS input timestamps or whether input must run separately and stream timestamped events. Done means movement control is no longer tied to rendering framerate.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100