void renderScene() { FrameTimeCounter counter; int avgFps = 0; int iterations = 0; while (!complete) { counter.BeginCounting(); physicsWorld->Simulate(1.0f / 10.0f); contextPtr->BeginScene(); contextPtr->ApplyCamera(*cameraPtr); //contextPtr->RenderLine(vec2(0.0f, 0.0f), vec2(100.0f, 100.0f)); for (int i = 0; i < physicsBodies.size(); ++i) { physicsBodies[i].DebugRender(debugRenderer); } for (int i = 0; i < physicsJoints.size(); ++i) { physicsJoints[i].DebugRender(debugRenderer); } contextPtr->EndScene(); counter.EndCounting(); avgFps += counter.GetFps(); iterations++; if (iterations > 10) { SetWindowTextA(hWnd, formatString("fps: %d", avgFps / iterations).c_str()); iterations = 0; avgFps = 0; } } }