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std::chrono is a terribly overengineered API even for the STL, and many game companies have banned parts or all of the STL for good reasons (usually not std::chrono related though).

Using an uint64_t (instead of uint32_t or double) to carry "opaque ticks", and a handful conversion function to convert to real-world time units is fine and just a few lines of code.




This is exactly what we do.




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