The problem is, let's say Physics is taking too long.bartbes wrote:The solution to that physics problem is running physics multiple times in smaller timesteps, not not using dt.
Your game misses a frame update; easy enough, run Physics twice to catch up (since high dt = major errors or crashes).
But uh oh, you just nearly doubled the time it takes physics to update; so you skip more frames, and have to run it more often to catch up, until eventually it gets ridiculous.
Sure, you can get around it by doing a bunch of shit to limit dt-catchups to sensible values and all that other crap, but if you're mucking with dt that much you may as well just make it static.