Does the scene.getPhysicsEngine().setTimeStep method determine the amount of time between each physics update, or the amount of simulation time processed each time the physics engine is called by the scene?
All my problems are solved if its the first case. If the latter, wouldn’t I run into standardization issues in my game if my scene is rendering at 60 fps versus 30 fps on another computer? The physics engine would be called at a different rate but still processes the simulation by the same interval. To solve this problem, would it not be better to call the physics engine manually?
I’m using Oimo JS