.. and used <chrono> the first time (from the C++x11 standard).
Finally no more need to wrap timing functions in xplatform games.
I didn't like QueryHighPerformanceCounter anyway.
Felt very clunky imho.
I know there are several libs out there like boost or SDL/SFML that provide wrappers, but I use OpenGL and use different libs to ensure XPlatform compability.
Using a pure C++ approach to the timing is really cool.