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Low framerate result in low moving speed and vice versa.
How to reproduce:
1) turn off vsync
2) set frequency to 0 in the clock section (otherwise vsync = false will have no effect)
3) set a fixed physics framerate
3) start a game, any game
4) limit all cpu frequency to 500 MHz, and the framerate will drop significantly which is expected. What is unexpected is that object also moves significantly slower.
5) cancel the cpu freq limits, rerun the game, the framerate can easily exceeds 1000 fps on my device and my little hero becomes a flashman.
Since Orx is not a engine especially dedicated for some kind of console platform, I would say this should be a bug. I looked into the code (glfw, orxPhysics.cpp) and confirmed that the physics updating code intends to achieve fixed time step and I counted that the calling rate of b2world->step is correct, which means this part of code works fine. I also confirmed that orxSystem_GetTime gives correct results and main clock dt is correct. So I honestly got no clue, why would physical movements depend on main framerate?