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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?
The text was updated successfully, but these errors were encountered:
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:
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
?The text was updated successfully, but these errors were encountered: