fix: properly sleep between animation frames#328
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Timer::sleep(duration) creates a Future but was never awaited, causing animation frames to execute in a tight loop with no delay. Use std::thread::sleep instead since Animation::run() is synchronous.
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Wonder if something like this would also help to interpolate animation more smoothly or is it overkill? (Bevy uses this) |
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Summary
Timer::sleep(duration)inAnimation::run()creates aFuturebut never.awaits it, so it's immediately dropped — animation frames execute in a tight loop with no delaystd::thread::sleep(duration)sincerun()is a synchronous function, properly pacing frames at the configured FPS (default 100fps over 300ms)