I got things to work, but in a different way, so I am curious what the correct way is to use delta time with multiplication like this. Should have been simple, but it did not work.
ObjectX = ObjectX + speed dt here is basically Object.X + speed*dt or (speed*60)*dt if redoing an older game that used speed that worked at 60 frames per second without using dt.
Now I want to simulate drag so I decrease speed every tick by multiplying it by 0.99
speed = speed*0.99 So what is the correct way to use delta time here?. doing things like 0.99*dt do not work.
Anyway, I got it to work with something like this lerp(speed,speed*0.99,1-0.0999^dt). It does work, but it just seems like a hack that should not really work
Just to add. You have to test it with this new beta feature and run full frames, not v-sync