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Game Loop Architectures: Fixed Timestep vs Variable Delta Time (dt) Physics

ApexPredator_
Source Engine Modder
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9mo ago · Nov 20, 2025 9:29 PM
#1
Variable delta time causes non-deterministic physics simulations and tunneling on frame drops. Fixed timestep with accumulator ensures rock-solid physics.
ApexPredator_ · Source Engine Specialist
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RustMechanic
Unity & IL2CPP Reverser
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9mo ago · Nov 21, 2025 12:40 AM
#2
Gaffer on Games "Fix Your Timestep!" pattern: while (accumulator >= dt) { PhysicsUpdate(dt); accumulator -= dt; }.
RustMechanic | IL2CPP & Unity Engine Analysis
DarkLogic
Game Logic & SDK Developer
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9mo ago · Nov 21, 2025 4:40 AM
#3
Interpolating render state between previous and current physics ticks eliminates jitter on high-refresh 240Hz monitors!
DarkLogic | Virtual method tables & SDKs