# Mesh Intersection is not trigger when one mesh is too fast

**URL:** <https://forum.babylonjs.com/t/mesh-intersection-is-not-trigger-when-one-mesh-is-too-fast/37801>\
**Category:** Questions\
**Created:** [January 31, 2023, 3:56pm UTC](https://forum.babylonjs.com/t/mesh-intersection-is-not-trigger-when-one-mesh-is-too-fast/37801 "2023-01-31T15:56:40Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**Author:** ![Takemura](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/takemura/32/25836_2.png) [@Takemura](https://forum.babylonjs.com/u/Takemura)\
**Post date:** [January 31, 2023, 7:16pm UTC](https://forum.babylonjs.com/t/mesh-intersection-is-not-trigger-when-one-mesh-is-too-fast/37801/2 "2023-01-31T19:16:03Z")

</div>

Maybe some average like RollingAverage is enough for you:

> [@Decoupling Frame rate from movement speed issues](https://forum.babylonjs.com/t/decoupling-frame-rate-from-movement-speed-issues/9611):
>
> Hi, In order to ensure that players with a higher framerate don’t actually move faster I want to incorporate deltatime into my main game loop. However, several issues have arisen when trying to implement this in babylon.The following examples are based on the answers given in: fps-affects-game-speed-framerate-independence (on this forum). First, when I just update the position with engine.getDeltaTime() \* speed, there is a very noticeable jitter: [https://playground.babylonjs.com/#J6U7V4](https://playground.babylonjs.com/#J6U7V4) This…

Also check out:

> [@What's the difference between engine.getDeltaTime and scene.getAnimationRatio?](https://forum.babylonjs.com/t/whats-the-difference-between-engine-getdeltatime-and-scene-getanimationratio/61):
>
> Hi, I’m trying to understand the difference between engine.getDeltaTime and scene.getAnimationRatio. Can someone help me to understand it? Another thing that I noticed is: when using FollowCamera to follow an object that is moved using elapsedTime = engine.getDeltaTime, the camera goes tremulous. If I remove the elapsed time, the camera movement is smooth. Am I making something wrong? I’m using this code to move my object: let elapsedTime = (GAME.engine.getDeltaTime() / 1000), gravity =…

> [@Which Best Method for Mesh Rendering (Updated Every Frame)](https://forum.babylonjs.com/t/which-best-method-for-mesh-rendering-updated-every-frame/2834):
>
> Hello guys , As i unity developer i just want to ask a quick question Which method in mesh class Match update function in unity … What it means i want each mesh to have it’s own update method rather use scene.registerBeforeRender() Which controls every update/render happens in the scene I’ve used those func’s mesh.onBeforeDrawObservable() mesh.onAfterRenderObservable() But Explicitly i don’t know if it’s best choice or not and i have little problem with it … cuz those methods can’t …

> **[Controlling the render loop](https://www.html5gamedevs.com/topic/18215-controlling-the-render-loop/)**
>
> Hi, I'm writing an app that essentially only needs to render when the user does something. There are a few edge cases that cause one-time animations, all other stuff is a one time render situation. The main reason to avoid the render loop is that...

Or reduce overall scaling (i.e. mesh sizes), so you can decrease your speed value.

---

_[View the full topic](https://forum.babylonjs.com/t/mesh-intersection-is-not-trigger-when-one-mesh-is-too-fast/37801)._
