Not sure if my question makes sense, but Im creating a game with a custom physics, but I create that physic as a simple module, not adding it as a actuall physics and I faced a problem that since my timesteps vary, my physics can be kinda wird sometimes due to the variation of deltaTime.
To fix that I thought to add a phyaics engine just to make the onBeforePhysicsObservable work (was using onBeforeRenderObservable) so I would have a fixed timestep, but Im not sure if thats too crazy, wanted to hear about it.
Good to mention that I didnt implemented the babylon physics interface just because I thought it would be too complicated and would need to create more stuff on my own physics that it actually dont need so I didnt look much at it, but Im not sure either if it is too complex like that
It’s pretty common.
I know for some racing games, they had 1000Hz physics update. They did something like that to have small delta time consistent with a variable frame rate.
Decoupling updates and rendering is a good thing. Rendering is then a snapshot, potentialy with interpolation of the state of the various sub systems.