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The function in question doesn't account for the actual frame rate being achieved. It just stalls the program to ensure a certain frame rate isn't surpassed. For example, if you set the limit to 60, your program updates and draws at a constant maximum speed of 60Hz, but it's also possible everything sled down more while under heavy load. In most cases you'...


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This caution box is telling you to not base your physics simulation on pixels. The pixels your game will be able to show will not be the same across all device, and is not a reliable measure to have your game consistent. What it suggests is that you use "real world" sized objects in your simulation, and use your rendering engine to display the simulation. ...


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