If movement in a Limn Engine game briefly jumps at regular intervals, the reported cause may be an FPS counter being used as a clock. The practical fix is to measure the elapsed time between consecutive frames, then scale movement by that elapsed time in seconds. Kehinde Owolabi describes this change and says it removed the spikes in his test; the account is anecdotal, not an independently reproduced benchmark.
Why an FPS-based delta can cause a recurring spike
In his account, Owolabi’s old calculation used 1 / fps, where the FPS counter reset and rebuilt once per second. At the start of a new counting interval, the counter was initially low and then rose. Its reciprocal therefore reflected the counter’s changing value—not the elapsed duration of the individual frame. Owolabi says this produced a brief timing or movement spike at the start of each second.
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An FPS counter is useful for displaying approximate frame rate, but a once-per-second count is not a reliable measurement of each frame’s duration. The reported correction was to calculate the difference between consecutive frame times, a Pygame-style approach. Owolabi says this eliminated the spikes in his test; no test protocol or independent reproduction is available.
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Delta time (dt) is the time elapsed between updates. When movement speed is expressed in pixels per second, delta time must be in seconds: pixels per second multiplied by seconds gives the distance to move in that update.
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let previousTime = 0;
function frame(timestampMs) {
const dt = (timestampMs - previousTime) / 1000;
previousTime = timestampMs;
player.x += speedPixelsPerSecond * dt;
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
This is a conceptual JavaScript sketch, not verified code from the target post or a guarantee about Limn’s current API. Browser animation-frame timestamps are in milliseconds, so dividing the difference by 1,000 converts it to seconds. The first call uses a zero starting time; in production code, initialize the previous timestamp deliberately if you need to avoid counting time from page load before the first update.
With this model, a 30-fps update moves farther in one frame than a 60-fps update because more time has elapsed. Across the same wall-clock interval, the total intended travel should be similar, assuming updates run normally and the speed remains constant.
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Use Limn’s timing value without applying delta twice
Owolabi’s related Limn guide describes perform() using browser frame timestamps and shows delta-scaled movement. A separate space-shooter tutorial demonstrates an update(dt) pattern. These are supporting examples, not confirmation of the exact API contract in every Limn release.
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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware matchCheck the documentation and version used by your project to see whether the loop supplies a delta value, a timestamp, or expects you to calculate one. If Limn already provides elapsed time, use that value rather than calculating a second independent delta. Then verify whether it is measured in milliseconds or seconds before multiplying it by a per-second movement speed.
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Debugging checklist if movement still looks wrong
- Check the units: convert millisecond differences to seconds if your speed is expressed per second.
- Check the movement model: distinguish a per-second speed from a per-frame displacement. Multiplying a per-frame value by delta time changes its meaning.
- Check for double application: if the engine already passes delta time, do not multiply by an additional independently calculated delta.
- Check pause and tab-resume behavior: a background tab or paused game can create a long interval before updates resume. Decide how your game should handle that elapsed time rather than assuming every delta will be small.
- Log frame intervals: inspect consecutive timestamps and the resulting delta values around the spike. This can help distinguish an incorrect timing source from a genuine long frame.
These are general debugging checks; the cited Limn examples do not report testing each of these cases.
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