I have been reading many different posts and articles about timesteps and while I now understand that fixed timesteps are generally considered superior, I'm having a bit of difficulty implementing one in XNA.
Apparently XNA uses a fixed timestep where the update method is called 60 times per second by default. However, I'm not really sure how to reconcile this fact with what I have been reading here, here, and here.
Do I need to supply my physics stepping with some sort of delta variable? Should I even be using GameTime.ElapsedGameTime
anywhere in my code?
I guess I'm just a bit confused in regard to how much XNA is actually doing for me. Is it advisable to turn off the fixed timestep in XNA and instead make my own loop like the one from this post?