Quote Originally Posted by 3_of_8
Code:
  inc(FTimeSlices, DeltaTime);

  while FTimeSlices>16 do
  begin
    NewtonUpdate(FNewtonWorld, 16/1000);
    dec(FTimeSlices, 16);
  end;
What happens if its not the video card which is the reason for low FPS but the processor, because your AI, pathfinding, physics etc are too complicated to achieve good results on slow CPU's?

In my opinion, your code would let the game stall very soon, because you "punish" the CPU for being slow by giving it more physics to do

So every cycle the CPU would call NewtonUpdate more often, which results in higher Deltatime, resulting in more NewtonUpdate-calls... is this the way to go? I don't know... just my thought... or am I wrong?