New answers tagged fixed-timestep
The problem was actually when my sprites were turning around between their boundaries. I was using their int positions (their physical pixels positions after they had been converted from their float positions) which wasn't very accurate. Therefore, on one device a sprite may not have reached the boundary and turn around where on the other device the sprite ...
You should use a deterministic physics approach, where floating points, all the data types would be integrated in the way that are always certainly work in every CPU Architecture.
You've got the right idea of using a normalized coordinate (namely, spriteXReal). However, you're still coupling it to the screen size. What you should be doing is expressing every position in terms of a common unit. In your case, a unit square could be a tile. Letting a unit equal a meter also vastly simplifies physics code. When you go to render, you ...
Be aware of FPS drops below 60. Even with fixed time step it will cause issues with your physics/update method. I'd recommend to use GameTime.ElapsedGameTime anywhere in your update/physics code to avoid issues.
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