So, i’m making a Fangame of a Roblox game called “Robot 64” which uses the game’s open source engine, and i tried adding support for Roblox’s physics within it.
Right now it works fine but when there is any amount of lag, or when i freeze glitch/hold minimize on my game’s window, the Part that uses Roblox’s Physics doesn’t move and stays at the place it was last frame.
If the part in question is so important for the game then why would you use physics to control its position? It’s the thing in all games that whenever something lags - it lags, and I am pretty sure physics can’t get around this, unlike animations, which could indeed use something like task.wait or RunServiceRenderStepped to see how much it took for a game to render a frame
That’s because the entire client freezes when you do that. The physics engine uses delta time normally, but it likely discards delta time values of several seconds because that would probably let objects just phase right through each other, as objects need to move more per frame the larger the delta time is.
Sorry for the inactivity, but i found out that all i had to do was to clamp DeltaTime for it to not be higher than 1/13, Thanks you guys for still having helped me!