}SDL_AppResultSDL_AppIterate(void*appstate) {constuint64_tnow=SDL_GetTicksNS();wait_to_update(now); ... } This is tangentially related, but even when usingSDL_DelayPreciseorSDL_DelayNS, they quite often exceed the value specified (and so the assert fires). It may be the resolution sti...
Right now, with the current SDL_App* callbacks, it's pretty awkward to run explicitly paced game logic "the right way", that is, not within SDL_AppIterate(); the snake game example shows "the right way" to do it in the current structure. My proposal is to add a new callback, SDL...