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On the other hand, beyond a certain level framerate-dependent movement speed can be enabling to the player. If there are parts in the game where the performance breaks down on certain machines, then it can be preferable to have the game go slower, i.e. still controllable, than a slide show that leaves the player no time to react.

There is no one-size-fits-all when it comes to game loops. There's various ways to approach them and which one fits your game best is determined by its gameplay.




> If there are parts in the game where the performance breaks down on certain machines, then it can be preferable to have the game go slower, i.e. still controllable, than a slide show that leaves the player no time to react.

Indeed, it's somewhat delicate.




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