{{SKILL_NAME}}

Measure elapsed time and control frame rate using the love.timer API in LÖVE games.

1|Updated Jan 23, 2026
One-click install
npx skills add https://github.com/RedKenrok/skills --skill skill-name-redkenrok
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: {{SKILL_NAME}}
Source: https://github.com/RedKenrok/skills/tree/main/templates/love-timer
Command: npx skills add https://github.com/RedKenrok/skills --skill skill-name-redkenrok

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill helps developers measure time, track elapsed time, and control the frame rate in LÖVE games, enabling smooth gameplay and accurate profiling.

Core Features & Use Cases

  • Elapsed time measurement: Retrieve delta time from love.timer to drive game loops and animations.
  • Frame-rate control: Cap or stabilize the frame rate during development and testing.
  • Performance profiling: Collect timing data to identify bottlenecks and optimize code paths.
  • Use Case: Build a simple game loop that adapts to varying hardware by adjusting updates based on measured frame time.

Quick Start

Use the love.timer API to measure delta time each frame and log timing data to profile your game's performance.

Frequently Asked Questions about {{SKILL_NAME}}

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I measure elapsed time in a LÖVE game loop?

Measure elapsed time in a LÖVE game loop by retrieving delta time from the love.timer API. This provides the time passed between frames, allowing you to drive game updates and animations accurately based on measured frame time.

How can I cap the frame rate in LÖVE during development?

Cap the frame rate in LÖVE by applying timing controls within your game loop. This skill leverages standard Lua runtime and the love.timer API to stabilize or limit frame rates, ensuring smooth gameplay testing across varying desktop hardware.

What is the best way to profile performance and identify bottlenecks in LÖVE?

Profile performance in LÖVE by collecting timing data from the love.timer API each frame. Logging this timing data allows you to identify bottlenecks and optimize code paths effectively during game development without requiring external dependencies.

Can I use standard Lua runtime to control frame rate, or do I need external dependencies?

You can use standard Lua runtime to control frame rate without external dependencies. This skill relies entirely on the built-in love.timer API and standard Lua runtime to measure delta time and manage frame rate stabilization on desktop platforms.

Why does my LÖVE game loop need delta time for animations?

Your LÖVE game loop needs delta time for animations to adapt updates based on measured frame time. Retrieving delta time from love.timer ensures animations remain smooth and consistent across varying hardware, preventing visual stuttering.

Does this approach to frame-rate control work across different desktop platforms?

Yes, measuring elapsed time and controlling frame rate using the love.timer API works across desktop platforms. It adapts game loops to varying hardware by adjusting updates based on measured frame time within the standard Lua runtime.