If it's running on a lower fps than 60 you've done something wrong in resource-handling.
Ok I think you need to relax
This is a
simple example.
Simple. I wrote this example and made sure to use the same timestep code that was in my project. Why? Because I wanted to ask people on this forum why my timestep code isn't working properly, and I didn't want to boggle them down with about 14,000 lines of source code. If you want 14,000 lines of source code to look at be my guest.
Because this example is
simple, it will always run at a high framerate. However, my project is a lot more sophisticated, and I cannot guarantee that lower end machines will be able to run it at a constant 60 frames per second.
Do you understand? Now please cut the snarky attitude, it's embarrassing.
Anyway.. You can still make your life easier. Just store a clock.restart() to passedTime each frame and multiply your 1.0f * passedTime .
If I still didn't unterstood what you want to know, I'm done.
I know, and I explained in the opening post that I wanted to avoid multiplying a lot of my physics by deltaTime. It results in cluttering.
Of course, since this is a
simple example, multiplying the move values by deltaTime is no big deal. However, as I've mentioned, my project is a lot more sophisticated than this.