Does this loop separate game logic from fps?
Though I don't believe it's technically a loop, I'm wondering if this short snippet entails that the logic in my game is separated from the fps:
Runner.run(Runner.create(), engine);
Events.on(engine, "beforeUpdate", function (e) {
// Update things
});
I'd like for it to be the case that the logic in my game is independent from fps because I wouldn't want it to run differently based on the users hardware, if it's not the case, are there any options I should use maybe for the runner like delta: false?
Closing this thread to refer to updates in #702 on this topic, thanks again for the report here.
As of 0.20.0 there is now built in Matter.Runner support by default for fixed timestep with high refresh displays see https://github.com/liabru/matter-js/pull/1300.