Arrow keys. Notice how green circles stay in line with each other while the others don't.
Is this necessary to implement? Mostly no, but now the option's there. - What is the normal method? The common movement method that changes an x or y velocity by a set acceleration, then multiplies it by a set friction. - What is the delta method? A method similar to the normal method but accounts for frame rate. If you put a project in Turbowarp with uncapped framerate, the normal method would have the players move at super speed while the delta method would be mostly unchanged. - What is the exact method? The delta method itself is also inaccurate because it treats the changes in velocity and movement as discrete when they should be continuous. Perfect movement would require an infinite frame rate which is an unrealistic standard, so instead calculus is used to determine the true values. How to calculate exact movement (PDF): https://archive.org/details/perfect-acc-and-friction