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If movement in a Limn Engine game jumps briefly at regular intervals, check how the game calculates delta time. In a related first-person account, Limn creator Kehinde Owolabi traced a recurring spike to calculating 1 / fps from an FPS count that reset every second. He says measuring elapsed time between consecutive frames removed the spikes in his test. That is his reported result, not an independently reproduced benchmark.
Why an FPS counter can cause a timing spike
Frames per second describes a rate over an interval; it is not the elapsed duration of the current frame. Owolabi says his earlier approach calculated 1 / fps using a counter that reset every second. At the start of a new counting interval, the counter was low and then climbed, so its reciprocal did not track each frame’s actual duration. He attributed the recurring movement or timing spike at the interval boundary to that mismatch.
An FPS display can still be useful for monitoring performance. The issue is using a periodically reset, accumulating FPS count as the timing input for movement. The account and its reported fix are described in Owolabi’s related first-person Limn account; the target post itself is listed on his profile, but its full body was not available to verify.
Measure elapsed time between frames
Delta time (dt) is the time elapsed between two updates. For movement values expressed per second, measure that interval in seconds, then multiply speed by dt. The following is a conceptual browser-loop example, not verified as the exact code from Owolabi’s post:
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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);
The browser supplies requestAnimationFrame timestamps in milliseconds, so dividing the difference by 1,000 converts it to seconds. The first callback uses zero as its prior timestamp; if the page has already been running or the game needs to avoid an unusually large first movement, initialize the prior time from the first callback before applying movement.
Owolabi’s supporting Limn guide describes a perform() mode that uses browser frame timestamps, and his space-shooter tutorial shows an update(dt) pattern with movement scaled by dt. These are useful examples, but they do not establish the current release’s exact API contract or setup order. Check the live documentation and the version you are using. If Limn already passes a delta value to your update callback, use that value rather than independently calculating another one.
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Check units and movement behavior
Keep the units consistent: pixels per second multiplied by seconds produces pixels of displacement for that update. For example, if a character moves at 120 pixels per second, a 60 Hz frame is about 0.0167 seconds and yields about 2 pixels of movement; a 30 Hz frame is about 0.0333 seconds and yields about 4 pixels. Across the same elapsed wall-clock time, total travel should be similar, even though each slower frame moves farther.
- If the character moves 1,000 times too far or too little, check whether milliseconds were converted to seconds or whether a seconds-based value is being treated as milliseconds.
- If movement is too fast after adding a delta, check whether the engine already applies elapsed time or whether the value is multiplied by
dttwice. - If speed changes with frame rate, check whether the movement constant is defined per frame rather than per second.
- If movement jumps after a pause or when returning to a background tab, inspect the large elapsed interval and decide how the game should handle it. The cited Limn examples do not establish a specific pause-resume policy.
What the report establishes—and what it does not
Owolabi’s account identifies a plausible cause, describes measuring the difference between consecutive frame times, and reports that this removed the spikes in his test. His adjacent Limn material supports the per-second movement convention. The available material does not provide a reproducible test protocol, independent confirmation, or a verified current Limn API specification, so treat the narrative as a useful debugging example rather than a guarantee that every Limn timing issue has the same cause.
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