I need use delta time or how should i fix this?

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:bust_in_silhouette: Asked By Friendly_Hedgehog

My problem is that I have variables that are less than 0, so when passing them through a Vector2 in move_and_slide() of a KinematicBody2D, it ends up going very slow than it should be because the Vector multiplies by delta.

The solution is clearly change my variables by others that the move_and_slide function can understand. But the problem is that I am trying to replicate the physics of an old game, and I am not sure whats are the variations of those variables for a modern engine. I only know these variables.

So, I had a solution: multiply the Vector2 velocity by (1/delta) for obtain a big numeric variable, then this vector is used by move_and_slide and counter the effect delta of this function. But this is a problem because delta time is necesarily for make consistent the game despite low or high fps, isn’t it?

My other solution is: multiply all variables by (1/delta) and save this in others, so I can use this without a problem. But I have the same question. Does this affect the game at all?

Maybe I should use move_and_collide without delta… but this is the same problem.
My variables are like this:

var acceleration = 0.046875
var gravity = 0.21875
var deceleration = 0.5