   SDL_Delay Question
  Sup, I'm working on a game using SDL and OpenGL.  I have my timing all sorted out to run the game logic at a fixed rate and render as fast as possible.  With VSycnc enabled my FPS would cap to 60.  That worked great but then I disabled VSync for testing purposes.The FPS would reach really high numbers obviously, but then when I would try to exit the window it would be too hung up to close.  So, I tried adding SDL_Delay(x) at the end of my main loop and through trial and error I found out I needed to delay for atleast 2 ms to be able to have control over closing the application.My question is, what should I do?  I'm not sure using SDL_Delay is a good idea.  Should I cap the rendering speed myself?  Even capping the rendering speed could lead to problems if a slower computer is struggling to render at the capped rate I'm guessing.   
  Do you want a fix rate of 60fps even with VSync off ?In this case just measure the time for your last frame and wait for the rest of the frame until atleast 1/60 s has been passed.Pseudo codewhile(...mainloop){   Time startTime = Clock::getTimeInMs();   .. handle events ..   .. run game logic, render scene ...   Time endTime = Clock::getTimeInMs();   Time frameDuration = endTime - startTime;   // compare to 60fps = 1/60 s = 1000/60 ms   if( frameDuration< (1000/60))  {    // wait for the rest of 1/60sSDL_delay( (1000/60) - frameDuration);  }}