delta_time = GetTime() - last_time;unit.ytraj-=(gravity_constant*delta_time)last_time = GetTime();
unit.y-=unit.ytraj;
const gravity = 1000;const dt = 1 / 60; function gravityEngine(){ for (var i = 0; i < entities.length; i++) { // we still need to check collision entities[i].vSpeed = entities[i].vSpeed + (gravity - entities[i].drag) * dt; if (drag < gravity) entities[i].drag *= 2; entities[i].y = entities[i].y + entities[i].vSpeed * dt; }}