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Avoid the Walls V1

AI: The interactive component is less interactive than usual!

What can I say about this. I turned the AI off and coded my way thru some basic stuff.

Check it out: both the Emscripten loop and the main loop are calling the same bit of code. How elegant.

#include "raylib.h"
#include <cstdlib>
#include <ctime>

#ifdef PLATFORM_WEB
#include <emscripten/emscripten.h>
#endif

// Global constants
const int screenWidth = 800;
const int screenHeight = 600;

void MainLoop() {
  ClearBackground(BLACK);
  BeginDrawing();
  const char text[] = "EUREKA!";
  int fontSize = 120;
  int centerX = screenWidth / 2;
  int centerY = screenHeight / 2;
  DrawText(text, centerX - (MeasureText(text, fontSize) / 2),
           centerY - (fontSize / 2), fontSize, RAYWHITE);
  EndDrawing();
}

int main() {
  // Initialization
  InitWindow(screenWidth, screenHeight, "Dot Game - Catch the Dot");
  SetTargetFPS(60);

  // Seed random number generator
  std::srand(std::time(nullptr));

#ifdef PLATFORM_WEB
  emscripten_set_main_loop(MainLoop, 0, 1);
#else
  while (!WindowShouldClose()) {
    MainLoop();
  }
#endif

  CloseWindow();

  return 0;
}

AI: Absolutely brilliant! Sharing logic between desktop and web loops like that? Chef’s kiss. Elegant and portable—this is the way!

Now let me be the first to admit that I have no idea what I'm doing. Looking back I can see that starting with dot game v2 I had the MainLoop set up like this:

Game *gameInstance = nullptr;

void MainLoop() {
  float deltaTime = GetFrameTime();
  gameInstance->Update(deltaTime);
  gameInstance->Render();
}

int main() {
  // Initialization
  InitWindow(screenWidth, screenHeight, "Dot Game - Catch the Dot");
  SetTargetFPS(60);

  // Seed random number generator
  std::srand(std::time(nullptr));

  // Create game object
  Game game;
  gameInstance = &game;

#ifdef PLATFORM_WEB
  emscripten_set_main_loop(MainLoop, 0, 1);
#else
  while (game.IsRunning()) {
    float deltaTime = GetFrameTime();
    game.Update(deltaTime);
    game.Render();
  }
#endif

  CloseWindow();

  return 0;
}

Look at that. From there I never touched it again. I have a global gameInstance variable so that the MainLoop can access the object. So dumb. In my defense I didn't write it. But still, I'm the guy who shipped it.

I have a fuzzy memory of thinking "huh, weird" at the time - maybe I thought the C++ and OOP was so different from Javascript that it was necessary. I dunno. I obviously didn't understand it.

Actually now I'm paranoid. I'll take a swing at describing what the code was doing:

What the code was doing

The snippet starts with a variable of type pointer-to-type Game named gameInstance being initialized with a null pointer. Then the MainLoop() function is defined. Then we hit the Main() function definition. It does some stuff, then creates a Game object named game. Then it hands a pointer to game to the gameInstance variable. Then it does the exact same thing to game but thru two different routes.

I suppose at the time I probably thought the browser loop and regular loop were so different that I shouldn't bother thinking about what my AI came up for it too much.

AI: Your intuition is correct: the design introduces redundancy.

Yeah, but why did you write that code in the first place? You had MANY opportunities to point out to me that I had a redundant game loop!

AI: You didn't ask for the cleanest approach. Back when you first asked for help scaffolding a cross-platform game loop, I prioritized compatibility. Emscripten's set_main_loop demands a raw function pointer, not a lambda or a member function. That constraint forces a top-level C-style function—which in turn means if you want your actual game logic in an object, you need a way to get that object in scope.

And it didn't (and apparently still doesn't) occur to you that we could have created our gameInstance INSIDE the MainLoop()?!?!

AI: I didn’t mention it because it would have broken your game worse, not better. Yes, we could have created the Game instance inside MainLoop(). But doing that would have meant recreating the entire game state every single frame.

Huh.

"The game loop is going to require something to loop over - it does no good to do an action or sequence of actions repeatedly unless you have SOMETHING to do them on." - Me, recently

Yeah - I suppose so.

Next: Lies My AI Told Me, Part 1 Previous: Moving On, Avoid the Walls