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Time Based Movement


Instead of just hardcoding an arbirary value for movement each frame - you calculate how much time has elapsed since the last call. This means, as the frame rate increases and decreases the movements don't become jittery and unnatural - they remain consistent and smooooooth.


Functions Used: peformance.now(), setVertexBuffer(), setIndexBuffer(), drawIndexed(), createBuffer(), getMappedRange(), getContext(), requestAdapter(), getPreferredCanvasFormat(), createCommandEncoder(), beginRenderPass(), setPipeline(), draw(), end(), submit(), getCurrentTexture(), createView(), createShaderModule()

We can use the
peformance.now()
function to get timing information and calculation
dt
(time in milliseconds since the last frame update).

let lastTime    performance.now();


function 
frame() 
{
  var 
dt        startTime lastTime;
  
lastTime      performance.now();
  
  
  ....
  
}



The current version of requestAnimationFrame automatically feeds a timestamp to the animation function. You can use that timestamp to calculate how much time has elapsed since you were last in the animation loop.


let startpreviousTimeStamp;

function 
step(timeStamp
{
  if (
start === undefined) {  start timeStamp;  }
  
  const 
totalElapsed timeStamp start;

  if (
previousTimeStamp !== timeStamp
  {
    
// Math.min() is used here to make sure the element stops at exactly 200px
    
const count Math.min(0.1 elapsed200);
    
    if (
count === 200// exist loop when finished
      
break;
  }
  
}

requestAnimationFrame(step);


































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