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Found 1 result

  1. nobody

    Make physics time = real time?

    I create a multiplayer game, where i expect that when a body has a velocity of 100px/s, and it moves for 3 (realtime) seconds, that it will have moved ~300px. With arcade and P2 physics, if there is any lag (framerate is not 60fps?), the above is not guaranteed. E.g. after 3 (realtime) seconds, the object only moved ~250px (in some situations). Is it possible to tell the physics system to "catch up", e.g. to do a physicsUpdate(timeSinceLastFrame), instead of physicsUpdate(1/60)?