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