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Yeah my comment was probably supposed to be to a different sibling.

Using a time delta would give different results when doing non-linear stuff. Like applying forces. It's different to apply "force * dt" vs doing "force * 0.5dt" twice. Also if you use a big dt you could end up going through walls or similar. So therefore the physics engine should run at defined ticks in most instances, or it will behave differently based on framerate.

https://gafferongames.com/post/fix_your_timestep/



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