Use stable simulation steps across different refresh rates
The practical problem
A game that advances one fixed distance each animation frame behaves differently at 60 Hz and 120 Hz and becomes unfair across devices.
Implementation protocol
Accumulate elapsed real time and advance physics in bounded fixed steps; render separately with requestAnimationFrame. Cap catch-up work after a hidden-tab interval.
Worked scenario
At 60 simulation steps per second, each step represents about 16.67 milliseconds, regardless of whether the display requests 60 or 144 redraws.
What could go wrong
Do not run an unlimited catch-up loop after a ten-minute pause.
Acceptance criteria
Replay a seeded input recording across refresh rates and compare final state.
Source material and evidence boundaries
For the topic Use stable simulation steps across different refresh rates, use the sources listed below to check relevant methods. Any worked figures illustrate a scenario, not measured MojPlayWin performance. Consult the shared evidence standards before applying the method.