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//TODO: While for the sake of the demos, using one update per render is probably the easiest/best choice,
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//we can't assume that every monitor has a 60hz refresh rate. One simple option here is to just measure the primary display's refresh rate ahead of time
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//and use that as the simulation timestep duration. Different displays would affect the simulation, but it wouldn't be too bad, and it would be locally consistent.
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Simulation.Timestep(1/60f,ThreadDispatcher);
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}
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//TODO: While for the sake of the demos, using one update per render is probably the easiest/best choice,
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+
//we can't assume that every monitor has a 60hz refresh rate. One simple option here is to just measure the primary display's refresh rate ahead of time
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//and use that as the simulation timestep duration. Different displays would affect the simulation, but it wouldn't be too bad, and it would be locally consistent.
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