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Seems this was fixed in https://github.com/VadimBoev/FlappyBird/commit/f57a3ec90078b... by forcing the gameloop to be 60fps.

It's a simple solution, but does mean that things are effectively capped at 60fps. The techniques in https://gafferongames.com/post/fix_your_timestep/ could be used to properly allow variable fps while maintaining constant physics speed.




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