[Libgdx] Huge world with alot of entities fps drop [solved]

You’re not solving a problem with this because there is none… the time provided by libgdx is accurate enough, you also reintroduced the bug i fixed in your first proposal.

If it’s online you won’t be able to synchronize processes this way, some client always shits the bed. The only solution is running lock step or having a server decide.

Oh thanks man, well the online thing is something i may attempt later. Better to learn doing stuff offline, before even go to the online arena.

Sorry, I though he was suggesting something like : https://gafferongames.com/post/fix_your_timestep/

I really feel like your issue is that you are doing more in one frame than the computer can process in 1/60 s.

Isn’t that i’m doing right now, calculate using deltaTime.

If your code is the one posted above, you aren’t sending the fixed time to update your entities.

I maintain That, without being able to see the code, that I suspect the bigger issue is that you are trying to process 0.2 seconds worth of stuff for every 0.1s frame… especially if the fixed timestamp isn’t helping. (Or it’s missing a step)