Hey!
I was thinking about how to mimic the Unity’s FixedUpdate
method. I don’t think there is a solution using the main thread so you have to use a webworker which will loop forever on maximum speed and you can send back messages to the main thread at fixed intervals.
index.html
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Babylon Template</title>
<style>
html,
body {
overflow: hidden;
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
#renderCanvas {
width: 100%;
height: 100%;
touch-action: none;
}
</style>
<script src="https://cdn.babylonjs.com/babylon.js"></script>
<script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>
<script src="https://code.jquery.com/pep/0.4.3/pep.js"></script>
</head>
<body>
<canvas id="renderCanvas" touch-action="none"></canvas>
<!-- touch-action="none" for best results from PEP -->
<script>
const canvas = document.getElementById("renderCanvas");
const engine = new BABYLON.Engine(canvas, true);
const createScene = function () {
const scene = new BABYLON.Scene(engine);
BABYLON.MeshBuilder.CreateBox("box", {});
const camera = new BABYLON.ArcRotateCamera(
"camera",
-Math.PI / 2,
Math.PI / 2.5,
15,
new BABYLON.Vector3(0, 0, 0)
);
camera.attachControl(canvas, true);
const light = new BABYLON.HemisphericLight(
"light",
new BABYLON.Vector3(1, 1, 0)
);
return scene;
};
const scene = createScene(); //Call the createScene function
let frames = 0;
let steps = 0;
engine.runRenderLoop(function () {
frames++;
scene.render();
});
const worker = new Worker("worker.js");
worker.addEventListener("message", (e) => {
steps++;
console.log("fixedUpdate: steps", steps, "frames", frames);
});
worker.postMessage({ deltaTime: 1 / 60 });
window.addEventListener("resize", function () {
engine.resize();
});
</script>
</body>
</html>
worker.js
self.onmessage = function (evt) {
const deltaTime = evt.data.deltaTime * 1000;
let lastNow = performance.now();
while (true) {
const now = self.performance.now();
if (now > lastNow + deltaTime) {
lastNow = now;
self.postMessage("fixedUpdate");
}
}
};
I’m running on 100 FPS so: