If I understand correctly,
Scheduler.time() is a smoothed out version of
Scheduler.realTime() better suited for advancing the in game state, so I'm using something like
Scheduler.time() - lastTime for this purpose.
I understand the advantages of a fixed time step, but a variable one is better for my case.
There are two problems with this approach, at the start everything runs very fast. I think because the timer does not run while the game is loading and then has to catch up. The same happens if I stay away from the game, by alt+tabbing or pressing the "Home" button on Android.
time consider these pauses on gameplay? This would be weird because it could differ too much from
realTime. Maybe introduce an
elapsed argument for timed tasks? Maybe I'm doing something completely wrong?