> My shortcut is to take whatever number you had before, and multiply it by dt and your development environment framerate. So ((value)*dt*144).
How does your formula differ from Ashley's (simply multiply amount by dt)? Like, what is it supposed to do differently? Genuinely asking.
Lets say your original value was 10. The object will move 10 pixels every frame. If your computer runs at 60 fps, your desired result would be that it moves 600 pixels over 1 second. However, this is framerate dependent. If the client runs at 30 fps, it would only move 300 pixels over the same amount of time. At 120 fps, it would move 1200 pixels in one second.
dt is the actual time passed between frames. Generally speaking this will add up to 1 over the course of 1 second. So taking your original value and multiplying it by dt, 10*dt, would give you the result that the object would move 10 pixels over one second, regardless of the fps. This is a big difference from your original goal of 600 pixels at 60 fps.
So you multiply it once again by your development/target fps - If the 10 value originally looked ok to you, and you're developing at 60 fps, your goal would be for your object to move 600 pixels over 1 second, so you multiply 10*dt*60. If you were originally developing at 120fps, and 10 looked right to you, the object had originally moved 1200 pixels in 1 second, thus you want 10*dt*120.
The object will then always move either 600 pixels over 1 second, or 1200 pixels over 1 second regardless of the frame rate, but it depends on what you were targeting in the first place. That is why you multiply by your development framerate.