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Mar 22, 2019 at 13:43 history edited Pikalek CC BY-SA 4.0
added code markdown
Mar 22, 2019 at 12:09 comment added Lovro @DMGregory, thanks. This is something I have yet to learn.
Mar 22, 2019 at 11:58 comment added DMGregory Quite often games will use a while( remainingDelta > interval) loop rather than a single if, to run a fixed update function at a rate decoupled from the visual update tick — sometimes multiple calls per visual update. For this, it's good not to null-out the start each time, but to keep track of how much "loose change" is leftover after calling the fixed update, so we can carry it forward to the next loop & avoid "lost time"
Mar 22, 2019 at 11:55 review Late answers
Mar 22, 2019 at 13:43
Mar 22, 2019 at 11:38 history answered Lovro CC BY-SA 4.0