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Problems with friction/frame rate scaling

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I'm trying to implement surface friction in my game. It's sort of working, but the effect is drastically different when run at different frame rates. I'm calculating friction with the equation velocity += -k * velocity (where k is the coefficient and v is the velocity vector), then multiplying velocity by delta-T and adding that vector to the object's position. This works fine at high frame rates, but at low rates (under 30) the object starts drifting on the surface after the movement force has been ceased (instead of promptly stopping). Is there a way around this?

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Never mind, I think I fixed it. Previously I hadn't bothered to look up realistic friction coefficients, and was using a very low coefficient of friction for normal terrain. I played with the numbers, set k to about 0.55, and now things look OK.

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