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Using the delta between frames directly isn't quite right either, but it's better than writing framerate-dependent code. I think an even better way is to use an accumulator with a fixed time step, as described here: http://gafferongames.com/game-physics/fix-your-timestep/



Yes, that article is 100% correct.

Shameless plug here: A long time ago I wrote an article on how to implement a proper game loop, http://www.koonsolo.com/news/dewitters-gameloop/


Exactly what I was going to link. It's a very useful article that I've had bookmarked for a while now.




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