Frame rate independent physics using delta time?

Hey, thanks :slight_smile:

30fps didn’t change much to be honest, as when I was using delta time, it would get down to about that amount anyway!

What I’m doing now is separating off every little effect and building up an index to enable/disable them based on device performance. Something I should have done a long time ago.

Regarding the physics thing, I’ve found that simply using the following works better

physics.setTimeStep(0); 

This tells the physics engine to work based on time, rather than frame based. This did cause some physics glitches at some points, so I increased the position iterations to compensate:

physics.setPositionIterations(16); 

I hope that helps

I’m glad you kept digging and found a solution that worked.  It has been a while since I used setTimeStep() and setPositionIterations(), so thanks for bringing them up, and reminding me they are part of the toolbox of solutions.

Cheers,

Ed

Game looks great, keep us posted :slight_smile: