A simple question. If im using vector forces or Torque parts and adding the forces every frame using a Stepped function, do i need to also multiply it by deltaTime to make it framerate-independent?
This was something i did in Unity when adding forces to an object in the Update() function (Similar to RenderStepped/Stepped), and i assume its the same here given that Roblox Studio doesn’t have a FixedUpdate() equivalent for physics caculations.
here’s what im currently using to caculate basic drag (connected to Runservice.Stepped):
local function FakeDrag(CoM)
local currentVelocity = CoM.AssemblyLinearVelocity
local dragForceMagnitude = currentVelocity.Magnitude * CoM.Parent.Settings.LinearDrag.Value
CoM.Parent.Forces.DragForce.Force = -xFunc.Normalize(currentVelocity) * dragForceMagnitude
local currentAngVelocity = CoM.AssemblyAngularVelocity
local angDragTorqueMagnitude = currentAngVelocity.Magnitude * CoM.Parent.Settings.AngularDrag.Value
CoM.Parent.Forces.AngularForces.DragTorque.Torque = -xFunc.Normalize(currentAngVelocity) * angDragTorqueMagnitude
end