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Use per-second instead of per-tick times #64

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nabijaczleweli
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Closes #63

@TheCatPlusPlus
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The problem with this is that the framerate is not guaranteed to be constant, hence why requestAnimationFrame callback gives you a timestamp and why the stub had a delta calculation which was supposed to be used for this. The server needs something like that, too. Multiplying real time values by a constant is only really valid when time step is fixed (but you still need real time deltas to know how many times to update physics in a frame), otherwise they should be multiplied by the real time delta.

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nabijaczleweli commented Apr 25, 2016

I guess timestamps in Game.frame are respected now?
If that's not it I'm not quite sure what you're on about.

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