Timing improvements
One of the most significant improvements is the implementation of a high-resolution timer system for smoother gameplay, especially at high frame rates.High-resolution timer
The game now uses Windows’QueryPerformanceCounter API for precise timing instead of relying solely on millisecond-accurate timers. This provides significantly better timing accuracy for frame pacing and game logic.
The high-resolution timer implementation uses
System::nanoTime() which leverages QueryPerformanceCounter to provide nanosecond-level timing precision. This is crucial for smooth 60+ FPS gameplay.Implementation details
The timer system is implemented inTimer.cpp:26 and uses a dual-timer approach:
- Nanosecond precision - Uses
QueryPerformanceCounterfor accurate timing - Frame time calculation - Calculates precise time deltas between frames
- Smooth frame pacing - Reduces frame time jitter for smoother gameplay
- High FPS support - Enables stable gameplay at frame rates above 60 FPS
Timer synchronization
The timer system also includes synchronization logic that adjusts for drift between different time sources:- Accumulates millisecond measurements over 1000ms windows
- Compares system time progression with high-resolution timer
- Applies smoothing factor (0.2) to adjust for timing drift
- Prevents sudden time jumps that could cause gameplay issues
Rendering improvements
Several rendering changes improve visual quality and performance:V-Sync disabled
V-Sync disabled by default
V-Sync has been disabled to allow for higher frame rates and reduced input latency.
- Higher frame rates - The game can render above 60 FPS on capable hardware
- Reduced input latency - Less delay between input and on-screen response
- Better responsiveness - More immediate feedback for player actions
Dynamic resolution
The game now uses your device’s native screen resolution instead of a hardcoded 1920x1080:- Automatic resolution detection - Queries your display’s native resolution at startup
- Better scaling - No forced upscaling or downscaling on non-1080p displays
- Improved clarity - Native resolution rendering for sharper visuals
- Multi-monitor support - Respects the resolution of the monitor where the game window is located
Display enhancements
Modern display features have been added to improve the visual experience:Fullscreen support
The game implements borderless fullscreen mode (seeWindows64_Minecraft.cpp:683):
- Uses borderless window mode instead of exclusive fullscreen
- Preserves window state when toggling back to windowed mode
- Automatically positions on the primary monitor
- Supports quick Alt+Tab switching without mode changes
Compilation improvements
The project has been updated to work with modern development tools:Visual Studio 2022 support
Debug mode
Fixed compilation and execution issues in Debug configuration
Release mode
Optimized builds work correctly (note: some minor bugs may exist)
- Updated project files and configurations
- Fixed deprecated API usage
- Resolved Windows SDK compatibility issues
- Modern C++ standard compliance improvements
Build configurations
Both build configurations are functional:- Debug - Recommended for development and testing, includes full debugging symbols
- Release - Optimized for performance, though some bugs may be present
Performance characteristics
With these improvements, the Windows build achieves:Higher FPS
Capable of running above 60 FPS with V-Sync disabled
Lower latency
Reduced input-to-screen latency from disabled V-Sync
Smoother timing
More consistent frame pacing from high-resolution timer
Technical details
System timing API
TheSystem::nanoTime() function in system.cpp provides high-resolution timing:
- Queries the CPU’s performance counter frequency
- Reads the current performance counter value
- Converts to nanoseconds by scaling with the frequency
- Provides sub-millisecond timing accuracy
Frame timing logic
TheTimer::advanceTime() method uses the high-resolution timer to calculate frame deltas:
- Gets the current high-resolution timestamp
- Calculates time elapsed since the last frame
- Applies time scaling and adjustment factors
- Determines how many game ticks to process
- Updates the interpolation factor for rendering
The timer system caps updates at
MAX_TICKS_PER_UPDATE to prevent spiral-of-death scenarios where the game gets stuck processing too many ticks when running slowly.Future improvements
Potential areas for further performance enhancements:- Graphics API optimization for modern GPUs
- Multi-threaded rendering support
- Chunk loading and generation optimizations
- Memory usage improvements
- Additional platform support (native Linux, macOS builds)