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Is this implementation of delta time in recent Game Maker reliable?

var dt = delta_time / 1000000
move_and_collide(spd_h * dt, spd_v * dt,obj_world.solid_tiles);

It has the expected behaviour but I cant believe it can be that easy now.

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  • \$\begingroup\$ What do you worry is inaccurate or unreliable about this? \$\endgroup\$
    – DMGregory
    Mar 29 at 0:33
  • \$\begingroup\$ I just cant tell, with my lack of experience in other engines or with other languages, if that will work as intended being a new function and all. In my old implementation of collisions I tried multiplying spd_h and spd_v by dt before adding to the respectives x and y positions and that did not work. In theory this should work the same but in that case it works. \$\endgroup\$ Mar 29 at 0:44
  • \$\begingroup\$ Can you describe what did not work in that case? \$\endgroup\$
    – DMGregory
    Mar 29 at 1:59

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