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Found 2 results

  1. Hey guys, I had related topics before, but let me give a short summary: I am working on a time-based game, roughly similar to guitar hero. For that, I use deltaTime and PhysicsElapsed like this: update: function() { deltaTime = (this.time.elapsedMS)/(1000/60) this.time.physicsElapsed = this.time.elapsedMS*0.001; } So if the framerate drops to 30, deltaTime = 2 and physicsElapsed will also be double the value it is normally (1/60 as in 1/desiredFPS). It always seemed to work perfectly fine. Sure, it leads to a loss of accuracy whith lower framerates or bigger lags, but that'
  2. I am converting a Unity game to a Phaser game and there is a field called Time.deltaTime which stands for how long the last frame has lasted: deltaTime Is there something similar in Phaser and how is it called?
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