import simd struct Instance { var position: SIMD3 = .zero var scale: SIMD3 = .one var rotation: simd_quatf = .identity var color: SIMD4 = .one } class Game: GameDelegate { private var fpsCalculator = FPSCalculator() var camera = Camera(fov: 60, size: .one, range: 0.03...25) var player = Player() var projection: matrix_float4x4 = .identity func fixedUpdate(_ time: GameTime) { } func update(_ time: GameTime) { let deltaTime = Float(time.delta.asFloat) fpsCalculator.frame(deltaTime: time.delta) { fps in print("FPS: \(fps)") } player.update(deltaTime: deltaTime) camera.position = player.position camera.rotation = simd_quatf(angle: player.rotation.y, axis: .init(1, 0, 0)) * simd_quatf(angle: player.rotation.x, axis: .init(0, 1, 0)) } func draw(_ renderer: Renderer, _ time: GameTime) { let totalTime = Float(time.total.asFloat) let instances: [Instance] = [ Instance( position: .init(0, sin(totalTime * 1.5) * 0.5, -2), scale: .init(repeating: 0.25), rotation: .init(angle: totalTime * 3.0, axis: .init(0, 1, 0)), color: .init(0.5, 0.5, 1, 1)), Instance(position: .init(0, -1, 0), scale: .init(10, 0.1, 10)), Instance(position: .init(-2.5, 0, -3), color: .init(1, 0.5, 0.75, 1)), Instance(position: .init(-2.5, -0.5, -5), color: .init(0.75, 1, 1, 1)) ] renderer.batch(instances: instances, camera: self.camera) } func resize(_ size: Size) { self.camera.setSize(size) } }