Hey everyone,
I keep seeing that you really shouldn't use dt with physics due to small changes causing potentially large changes in how physics operate each time you play a game. It is my understanding that we are talking about very, very small changes (that certainly can cascade) but that shouldn't have an effect on, say, a racing game? or anything that's not angry birds or similar. Sure dt will change and in a puzzle game or anything where physics needs to behave very consistently this could be bad, but anything else seems like it doesn't matter.
but what does matter in most games is framerate independence... So, shouldn't the default be to use dt with physics unless your project fits certain criteria?
On another topic, I have noticed that some other game engines actually incorporate multiple time steps. Unity, for example typically is scripted to have physics run in a fixed update loop (like 40 times a second) while the main game loops is running 60 times a second. I have been using physics for a while and it doesn't seem like dt does anything bad to it in an action game where nothing relies on a tower of blocks falling the same way each time.
Can anyone elaborate on any of this?
And... also, could one use every (1/40) seconds to create a fixed timestep in construct? Are those timesteps called independently of when the main game event loop is running (in other words is a fixed timestep called on time, evertime, regardless of what is going on) ***EDIT*** This won't work because physics is updated once a tick in the behavior- does anyone know if there is an update method for behaviors that uses a fixed timestep?
It is weird, because not using dt with physics cause the game to speed up and slow down... would a fixed timestep solve this and the issue of not using dt?