From what I understand about time based Euler Integration is that you will set a number of pixels you want your object to move in the space of second and then the value will be regulated based on the frame-rate of the machine your running the game on.
What I'm having issue with is this
You will set your acceleration
acceleration = 30;
Then that acceleration will be added to the velocity and multiplied by the time which would be say 0.0166667 if the frame-rate is 60fps which will cut down the velocity to the appropriate number for that frame which would be 0.50001
velocity += acceleration * dt;
but then when you add the velocity to the position it yet again multiplies the result by 0.0166667 which leaves you with 0.0833366667
position += velocity * dt;
What I'm trying to get is that instead of the 30 pixels per second I initially intended for the character to move I will need to put in an acceleration value of 1800.
I was wondering why this is done instead of simply multiplying the acceleration by the dt and leaving it at that ?
dt
variable then it is not a fixed timestep. Fixed timestep is when the game logic is guaranteed to run a certain number of times per second, so you don't have to worry aboutdt
(i.e.dt
is constant). \$\endgroup\$