From 1a5b9a3a13d749adbe775d1ebb6ee65149c4ee59 Mon Sep 17 00:00:00 2001 From: Eben Vranken <92394428+eben-vranken@users.noreply.github.com> Date: Mon, 16 Sep 2024 18:51:45 +0200 Subject: [PATCH] Update 5_adding_basic_code.md Small typo I noticed --- articles/getting_started/5_adding_basic_code.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/articles/getting_started/5_adding_basic_code.md b/articles/getting_started/5_adding_basic_code.md index bf071b98..acc3d938 100644 --- a/articles/getting_started/5_adding_basic_code.md +++ b/articles/getting_started/5_adding_basic_code.md @@ -120,7 +120,7 @@ The following is a line-by-line analysis of the above code. float updatedBallSpeed = ballSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; ``` -This code caches how much time, in seconds, since the last `Update` call was run, which gives us the duration of a single frame drawn to the screen. This is then multiplied by the `ballSPeed` value to allow us to control just how fast the ball moves each frame. +This code caches how much time, in seconds, since the last `Update` call was run, which gives us the duration of a single frame drawn to the screen. This is then multiplied by the `ballSpeed` value to allow us to control just how fast the ball moves each frame. The reason why `ballSpeed` is multiplied by `gameTime.ElapsedGameTime.TotalSeconds` is because, when not using fixed time step, the time between Update calls varies. To account for this, the ballSpeed is multiplied by the amount of time that has passed since the last Update call. The result is that the ball appears to move at the same speed regardless of what framerate the game happens to be running at.