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If throttling happens, rendering won't act correctly (speed for entities). #4233

Answered by DJMcNab
Norlock asked this question in Q&A
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What's happening in your program is the interaction between Time and FixedTimeStep.

The delta_seconds in Time is only updated every frame.

However, due to your fixed timestep, the system transform_particle_system runs multiple times each frame, but with the delta between each real frame each time.

The easiest way to fix this will be to use the delta of 1./60. instead of time.delta_seconds() in transform_particle_system.

In the future, we'll want to make this issue more difficult to run into. Basically, Time::delta_seconds is currently reasonably meaningless in a system controlled by a FixedTimeStep

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Answer selected by alice-i-cecile
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Converted from issue

This discussion was converted from issue #4232 on March 16, 2022 20:57.