@ADAMATOMIC hey do you have a link to that article / post about Delta Time and acceleration? specifically it was about jump height in FPS games.
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do you think it's a bad idea to make a platformer with delta time if i want it to be super precise and deterministic? (i'm using game maker, not that it matters)
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for Celeste we still used Delta Time but locked the framerate so it stays deterministic (ex. Delta Time becomes a constant, instead of true delta time). I like this so if you change the FPS the entire game still works, and I also like thinking in terms of "units per second"
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