@@ -67,13 +67,13 @@ internal static void Start()
6767
6868 // Phase 2: Game logic and physics update
6969 GameTimeAccumulator += DeltaTime ;
70- // while (GameTimeAccumulator >= FixedDeltaTime)
71- // {
72- GameSystems ? . BeforeUpdate ( in FixedDeltaTime ) ;
73- GameSystems ? . Update ( in FixedDeltaTime ) ;
74- GameSystems ? . AfterUpdate ( in FixedDeltaTime ) ;
75- GameTimeAccumulator -= FixedDeltaTime ;
76- // }
70+ while ( GameTimeAccumulator >= FixedDeltaTime )
71+ {
72+ GameSystems ? . BeforeUpdate ( in FixedDeltaTime ) ;
73+ GameSystems ? . Update ( in FixedDeltaTime ) ;
74+ GameSystems ? . AfterUpdate ( in FixedDeltaTime ) ;
75+ GameTimeAccumulator -= FixedDeltaTime ;
76+ }
7777
7878 // Phase 3: Physics simulation
7979 // PhysicsSystems?.SimulatePhysics(in FixedDeltaTime);
@@ -86,19 +86,19 @@ internal static void Start()
8686
8787 // Phase 6: Rendering
8888 FrameTimeAccumulator += DeltaTime ;
89- // while (FrameTimeAccumulator >= 1.0 / FrameRate)
90- // {
91- RenderSystems ? . BeforeUpdate ( in FixedDeltaTime ) ;
92- RenderSystems ? . Update ( in FixedDeltaTime ) ;
93- RenderSystems ? . AfterUpdate ( in FixedDeltaTime ) ;
94-
95- if ( RenderSystems ? . Count ( ) > 0 )
89+ while ( FrameTimeAccumulator >= 1.0 / FrameRate )
9690 {
97- Bgfx . bgfx . frame ( false ) ;
98- }
91+ RenderSystems ? . BeforeUpdate ( in FixedDeltaTime ) ;
92+ RenderSystems ? . Update ( in FixedDeltaTime ) ;
93+ RenderSystems ? . AfterUpdate ( in FixedDeltaTime ) ;
94+
95+ if ( RenderSystems ? . Count ( ) > 0 )
96+ {
97+ Bgfx . bgfx . frame ( false ) ;
98+ }
9999
100- FrameTimeAccumulator -= 1.0 / FrameRate ;
101- // }
100+ FrameTimeAccumulator -= 1.0 / FrameRate ;
101+ }
102102
103103 // Phase 7: Audio rendering
104104 // AudioSystems?.Render(in FixedDeltaTime);
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