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Fast paced game, physics and lag

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I am using phaser to run a (simple) fast-paced breakout clone. It seems Phaser is not capable of rendering a few sprites and do collission checking for these (I have this problem mostly in firefox). It seems like the delta in the Arcade physics engine gets way too high!


Is there at least a way I can limit the delta (or use stepping) in the engine?

Or use some kind of quadrant / quad tree approach for the physics?


Balls that appear inside! blocks during a lag spike is not funny at all!

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