News for hackers. Stuff that matters.
Re:HTML5 Games Workshop: Make a Platformer Game with JavaScript by p0nce on Thursday April 06, 2017 @09:34AM (#14050322)
Fully agreed. You can certainly deal with some aspects of variable framerate integration. But it's by far a better solution, more future proof even, to just have a fixed number of iterations by second and don't account for time deltas in integration.

My physics-based game is using the method argued against. Never again, integrating every behaviour over time got sometimes surprisingly hard. It also costs a lot of exp() and log() calls. https://auburnsounds.itch.io/vibrant (of course multiplayer is impossible now)

Some of the AI is still framerate-dependent, because:

    // fixed framerate
    if (randomFloat0To1() < 0.1f)
        doThis();
becomes a Poisson distribution sampling.
Re:HTML5 Games Workshop: Make a Platformer Game with JavaScript by strainer on Thursday April 06, 2017 @10:45AM (#14050950)
We do also loose much accuracy/stability of physics info when varying timesteps, without adjusting velocities to the new half timestep (eg. verlet type refinement) which is a bit demanding to do most accurately.