runGame

Runs your game. It will construct the given class and destroy it at end of scope. Your class must have a default constructor and must implement GameHelperBase. Your class should also probably be final for a small, but easy performance boost.

If you need to pass parameters to your game class, you can define it as a nested class in your main function and access the local variables that way instead of passing them explicitly through the constructor.
  1. void runGame(GameHelperBase game, int targetUpdateRate, int maxRedrawRate)
  2. int runGame(int targetUpdateRate, int maxRedrawRate, string[] args)
    int
    runGame
    (,
    int maxRedrawRate = 0
    ,
    string[] args = null
    )

Parameters

targetUpdateRate int

The number of game state updates you get per second. You want this to be quick enough that players don't feel input lag, but conservative enough that any supported computer can keep up with it easily.

maxRedrawRate int

The maximum draw frame rate. 0 means it will only redraw after a state update changes things. It will be automatically capped at the user's monitor refresh rate. Frames in between updates can be interpolated or skipped.

args string[]

command line arguments to use to construct the game object

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