nulldesign/nd2d — pull request #65 by cpetzold (2012-09-17 02:38:06+00:00)
Title: Use a fixed timestep

When toggling the displayState of the stage to full screen and back, I was seeing a dramatic drop in fps temporarily, which was causing the elapsed time to spike. This invariability with elapsed is problematic when you do things like rely on a sprite never moving more than 32 pixels in a frame or something..

I've slightly modified the main loop to make use of the solution presented on http://gafferongames.com/game-physics/fix-your-timestep

If this seems to be more of a specific use-case based approach, then the other issue is not being able to fully override World2D#gameLoop() because of the internal variables/methods in Stage2D.