Aye, decoupling the rendering (visual "frames") from the simulation speed and physics in general can be tricky!
I remember I wrote a fun little OpenGL game [1] some time ago, with flocking agents aka boids. I had a lot of fun making the creatures' "thinking speed" independent of the rendering speed and the simulation speed of the virtual world itself.
I remember I wrote a fun little OpenGL game [1] some time ago, with flocking agents aka boids. I had a lot of fun making the creatures' "thinking speed" independent of the rendering speed and the simulation speed of the virtual world itself.
[1] https://github.com/piskvorky/PredatorPrey