Make the world stepping framerate independent #160
Merged
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Some days ago a user reported that the world stepping is different in the Oculus browser.
This is because, as he pointed out, the requestAnimationFrame in the Oculus browser runs at 90fps instead of 60. Since
world.step()
was called in the requestAnimationFrame, the world stepping is a little bit faster.This PR makes the world stepping framerate independent. Basically it takes into consideration the last time the step function was called and adapts otherwise.
The implementation was originally done by schteppe for cannon.js following the article Fix your timestep!, some bugs were fixed in cannon-es in pmndrs/cannon-es#40.
After this PR, the simulation should run at the same speed in both normal browsers and the Oculus browser.