Here's a common problem that shows up in implementations of games:
class Time {
uint32 m_CycleCount;
float m_CyclesPerSec;
float m_Time;
public:
Time() {
m_CyclesPerSec = CPU_GetCyclesPerSec();
m_CycleCount = CPU_GetCurCycleCount();
m_Time = 0.0f;
}
float GetTime() { return m_Time; }
void Update() {
// note that this is expected to wrap
// during the lifetime of the game --
// modular math works correctly in that case
// as long as Update() is called at least once
// every 2^32-1 cycles.
uint32 curCycleCount = CPU_GetCurCycleCount();
float dt = (m_CycleCount - curCycleCount) / m_CyclesPerSec;
m_CycleCount = curCycleCount;
m_Time += dt;
}
};
void GAME_MainLoop() {
Timer t;
while( !GAME_HasQuit() ) {
t.Update();
GAME_step( t.GetTime() );
}
}
The problem is that m_Time will become large relative to dt, the longer the game is running. Worse, as your CPU/GPU gets faster and the game's framerate rises, dt becomes smaller. So something that looks completely fine during development (where m_Time stays small and dt is large due to debug builds) turns into a literal time bomb as users play and upgrade their hardware.
At 300fps, time will literally stop advancing after the game has been running for around 8 hours, and in-game things that depend on framerate can become noticably jittery well before then.