void updateWavePhysics() { //@times two: only one update at 30fps wasn't enough, the physics rate needs to stay below the actual frame-rate though, to avoid stuttering physicsTimePool += Time.deltaTime * 2; while (physicsTimePool > 1 / PHYSICS_UPDATES_PER_SECOND) { physicsTimePool -= 1 / PHYSICS_UPDATES_PER_SECOND; w.CalculateForces(); } }