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it moves now

i've implemented a fixed timestep for the game with interpolation because i want to make things hard on myself. also a physics scalar that keeps the physics roughly the same* regardless of how many ticks the game is set to do per second

*caveats apply, obviously

Nikita Lisitsa

@eniko In each new project I start I decide to do fixed timestamp with interpolation and then it doesn't work at all and I'm like yeah well maybe next time

@lisyarus @eniko what makes it fail? or is something different each time?

@oblomov @eniko I'm not exactly sure! It's just always janky and looks horrible compared to using frame time delta as the physics time delta.

@lisyarus this has also happened to me, but surely, this time!!

@eniko @lisyarus “This delta time is different.”

“Oh no.”