Delta Time and Acceleration

Miscellaneous Forums/General Discussion/Delta Time and Acceleration

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Fixed Rate logic makes lot of sense for physics engines, that's why you have those substeps like for instance in havok without any renderupdates. Same goes for some 2d collisions as Grey said. But for anything else beside of such things i honestly didn't need it...so i would say it depends on the type of game if it's of real use.