*press See inside* Most games and simulations on scratch are not framerate independent. It means that when they lag, they slow down, and when they are ran in turbo mode, they speed up. There is a relatively easy way to make projects framerate independant, which is used in some projects and which seems to be working correctly, but it's not actually correct. Once framerate drops too low, those algorithms start producing incorrect results. Some of you might have already seen that happening: when TDSGBV 3D starts lagging, player movement speeds up and jumping becomes weird. In this project I finally figured out the fully correct way of doing framerate independent gravity and friction. In this demo 6 points start with the same position and velocity. Then 15 seconds of movement is simulated. The movement of each point is simulated at different time steps. Yellow is 60 fps (delta time = 1/60) Blue is 30 fps (delta time = 1/30) Black is 15 fps (delta time = 1/15) Green is 1 fps (delta time = 1) Purple is 0.5 fps (delta time = 2) Red is 0.333 fps (delta time = 3) #simulations #simulation #physics #gravity #friction #graphs #deltatime