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Re:Show HN: DragonRuby Game Toolkit by jbluepolarbear on Wednesday April 07, 2021 @01:20AM (#26720854)
Your logic isn’t equivalent: in your Ruby example you precalulate the speed for each axis and only add the value to x and y each frame. In the Unity example you do the inefficient “Speed * new Vector3(1,1,0) * Time.DeltaTime” every frame. If you moved that calculation to the start and then add in fixed update they would be equivalent logic”. That is probably the difference you notice.

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