We are using delta time like this:
private static final float SPEED = 200f; // Moving pixels in one second
@Override
public void render(float delta) {
myObject.vx += SPEED * delta;
myObject.vy += SPEED * delta;
myObject.move();
}
So I am using this update method to apply friction on my object:
private static final float FRICTION = 0.98f;
@Override
public void render(float delta) {
//...
myObject.vx *= FRICTION;
myObject.vx *= FRICTION;
myObject.move();
}
I know this is wrong:
myObject.vx *= FRICTION * delta
I want to use friction with "multiplication operation" not "minus".
So how can I implement the delta time to my FRICTION
variable?