 			return
 
 		AnimationLoop._running = true
-		AnimationLoop._time = Utils.getTime()
+		# AnimationLoop._time = Utils.getTime()
+		AnimationLoop._timestamp = 0
 		AnimationLoop._sessionTime = 0
 
 		window.requestAnimationFrame AnimationLoop._tick
 
 	_stop: ->
-		# console.log "AnimationLoop._stop"
+		console.log "AnimationLoop._stop"
 		AnimationLoop._running = false
 
-
-	_tick: ->
+	_tick: (timestamp) ->
 
 		if not AnimationLoop._animators.length
 			return AnimationLoop._stop()


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

	remove: (animator) ->
		AnimationLoop._animators = _.without AnimationLoop._animators, animator
		animator.emit "stop"

exports.AnimationLoop = AnimationLoop

		# 	console.log "AnimationLoop._start"

		AnimationLoop._frameCounter++

		# delta = (timestamp - AnimationLoop._timestamp) / 1000
		# fps = 1 / delta

		# It seems that a fixed fps works better.
		

		fps = 60
		delta = 1/fps
		

		AnimationLoop._sessionTime += delta

