 		# 	console.log "AnimationLoop._start"
 
 		AnimationLoop._frameCounter++
+
+		# delta = (timestamp - AnimationLoop._timestamp) / 1000
+		# fps = 1 / delta
+
+		# It seems that a fixed fps works better.
 		
-		time  = Utils.getTime()
-		delta = time - AnimationLoop._time
+
+		fps = 60
+		delta = 1/fps
+		
 
 		AnimationLoop._sessionTime += delta
 

		# 	"animators:#{AnimationLoop._animators.length}"
		# ].join " "

		removeAnimators = []

		for animator in AnimationLoop._animators

			animator.emit "tick", animator.next(delta)

			if animator.finished()
				animator.emit "tick", 1 # This makes sure we and at a perfect value
				removeAnimators.push animator

		AnimationLoop._time = time

		for animator in removeAnimators
			AnimationLoop.remove animator
			animator.emit "end"

		window.requestAnimationFrame AnimationLoop._tick



		animator[AnimationLoopIndexKey] = AnimationLoop._animators.push animator
		animator.emit "start"

		Utils.domComplete ->
			AnimationLoop._start()

	remove: (animator) ->
		index = AnimationLoop._animators.indexOf(animator)
		AnimationLoop._animators[index] = null
		animator.emit "stop"

exports.AnimationLoop = AnimationLoop
