The Game Loop and Real-Time Simulation

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Authors: Jason Gregory
Cited by: 0

Abstract

G ames are real-time, dynamic, interactive computer simulations. As such, time plays an incredibly important role in any electronic game. There are many different kinds of time to deal with in a game engine—real time, game time, the local timeline of an animation, the actual CPU cycles spent within a particular function, and the list goes on. Every engine system might define and manipulate time differently. We must have a solid understanding of all the ways time can be used in a game. In this chapter, we'll take a look at how real-time, dynamic simulation software works and explore the common ways in which time plays a role in such a simulation.

Fields of Study & Subjects

Simulation and Modeling Applications Computer Graphics and Visualization Techniques Simulation Techniques and Applications

Publication details

Journal / source
CRC Press eBooks
Pages
488–520
Publication date
26 February 2026
Language
EN
Document type
Book chapter