#include <iostream>
#include <chrono>
#include <(currentFrameTime - lastFrameTime).count();
lastFrameTime = currentFrameTime;
// Update game state using deltaTime
updateGame(deltaTime);
// Render the game
renderGame();
// Wait to maintain frame rate
this_thread::sleep_for(chrono::milliseconds(static_cast<int>(FRAME_TIME * 1000) - (deltaTime * 1000)));
}
return 0;
}
void updateGame(float deltaTime) {
// Game logic updates go here
}
void renderGame() {
// Game rendering code goes here
}
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