Well you've hit on the issue I'm trying to resolve. How can I schedule 
movement at a fixed time step if the scheduling functions are all variable 
time step no matter what? Let's say I want to move a sprite, if I create an 
update function for it Example:
def move_sprite(dt):
    sprite.x += 50*(1/60.0)

pyglet.clock.schedule_interval(move_sprite, 1.0/60)

 Even if I progress movement at a fixed paced, the schedule is not 
scheduling it at correct times. I was also under the impression the on_draw 
is the display routine, which doesn't take a dt parameter. Not to mention 
how are you going to separate movement if the sprite position is directly 
related to its render position and interpolate? I am having trouble 
understanding how this would even look with pyglet.

On Wednesday, November 2, 2016 at 5:16:35 PM UTC-5, Greg Ewing wrote:
>
> Baitshop wrote: 
> > My main concern is making sure movement is deterministic, so things like 
> > replays and speed checking are able to be calculated properly and 
> > reliably. 
>
> The way this is usually handled is to run the physics with 
> a *fixed* time step, which is independent of the display 
> frame rate. In that case, the physics update routine doesn't 
> need or want a dt parameter -- you always advance the game 
> time by the same amount, even if it's not exactly the 
> amount of real time that has passed. 
>
> Then if you want the frame rate to be higher than the 
> physics rate, the display routine is the one that takes 
> a dt parameter, and interpolates between two physics 
> steps accordingly. 
>
> -- 
> Greg 
>
>

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