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General / Re: Where to calculate collisions and physics
« on: March 18, 2019, 07:30:43 pm »Welcome!
The general philosophy (with SFML) is to keep rendering (the actual drawing/displaying of stuff) and game logic separated from each other as much as possible.
As such, you'd be doing the physics & collision handling in the update phase.
For your game loop the most important part (as explained in the book) is to do the updating inside the inner while loop. As that one gets executed for as long and as many times as possible, before the next frame should be rendered (see also the famous Fix Your Timestep article).
Thank you so much eXpl0it3r!