Stable delta time in 3.0?

Aug 26, 2010 at 10:11 AM

the Step dt comment says that the value should not vary, however the "Hello World" game passes ElapsedTime for dt.

My game switches between 60 and 15 fps depending on window focus. When I pass the elapsed time between frames as dt, I observe that a chain made with CreateChain begins to 'sag' when fps is at 15 and jumps right back up when fps switches to 60. This is very obvious and undesirable in my situation.

Is this a problem with the dt values I'm passing in or with changing dt by an order of 4 that quickly? If the latter, is there anything I can do about it?