pub fn next_tick_proximity(&self) -> f32 {
        let delta = self.accumulated_delta;

        self.target_ticks as f32
            * (delta.as_secs() as f32
                + (delta.subsec_micros() as f32 / 1_000_000.0))
    }
/// Returns how close the next tick is.
///
/// The returned value is in the `[0.0, 1.0]` interval. You should use this
/// value in your [`Game::draw`] function to perform _graphics
/// interpolation_. You can read more about it in [this excellent article].
///
/// [`Game::draw`]: trait.Game.html#tymethod.draw
/// [this excellent article]: http://web.archive.org/web/20190506030345/https://gafferongames.com/post/fix_your_timestep/
Returns how close the next tick is.


Returns how close the next tick is .
pub fn next_tick_proximity(&self) -> f32 {
        let delta = self.accumulated_delta;
        self.target_ticks as f32
            * (delta.as_secs() as f32
                + (delta.subsec_micros() as f32 / 1_000_000.0))
    }
pub fn next_tick_proximity ( & self ) -> f32 { let delta = self . accumulated_delta ; self . target_ticks as f32 * ( delta . as_secs ( ) as f32 + ( delta . subsec_micros ( ) as f32 / 1_000_000.0 ) ) }
Returns how close the next tick is.
Returns how close the next tick is .
&self
&self