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Does this loop separate game logic from fps? #1164

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xeon826 opened this issue Oct 17, 2022 · 2 comments
Closed

Does this loop separate game logic from fps? #1164

xeon826 opened this issue Oct 17, 2022 · 2 comments

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@xeon826
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xeon826 commented Oct 17, 2022

Though I don't believe it's technically a loop, I'm wondering if this short snippet entails that the logic in my game is separated from the fps:

  Runner.run(Runner.create(), engine);
  Events.on(engine, "beforeUpdate", function (e) {
    // Update things
  });

I'd like for it to be the case that the logic in my game is independent from fps because I wouldn't want it to run differently based on the users hardware, if it's not the case, are there any options I should use maybe for the runner like delta: false?

@liabru
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liabru commented Nov 12, 2023

Closing this thread to refer to updates in #702 on this topic, thanks again for the report here.

@liabru
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liabru commented Jun 24, 2024

As of 0.20.0 there is now built in Matter.Runner support by default for fixed timestep with high refresh displays see #1300.

@liabru liabru closed this as completed Jun 24, 2024
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