title: Physics in my game gives a wrong result with vsync turned off C++
body: <p>I calculate Newtonian physics based on gravitation in my 2D game. It works exactly how it's supposed to, when vsync is turned on (60fps), but once I turn it off and gain about 3.5k fps, the character starts to fall incredibly fast. The answer seems obvious, I just need to multiply character's velocity by deltaTime, but I already do that and still no result. It slows down the character a bit, but seems to be sort of not enough..</p>
  <p>this is what character's update function looks like:</p>
  <pre class="lang-cpp prettyprint-override"><code>void Update(float deltaTime) {
    if (!onGround) {
      acceleration += -Physics::g; // 9.81f
      /* EDIT: THIS IS WHAT IT ACTUALLY LOOKS LIKE, sorry*/
      SetPosition(position + Vec2(0.0f, 1.0f) * deltaTime * acceleration);
      /* instead of this:
      SetPosition(position + Vec2(0.0f, 1.0f) * acceleration); */
      if (ceiling) {
        acceleration = 0;
        ceiling = false;
      }
    } else {
      acceleration = 0;
    }
  }
  </code></pre>
  <p>and here's the calculation of deltaTime</p>
  <pre class="lang-cpp prettyprint-override"><code>inline static void BeginFrame() {
    currentTime = static_cast&lt;float&gt;(glfwGetTime()); // Time in seconds
    delta = (currentTime - lastTime);
    lastTime = currentTime;
  }
  </code></pre>
  <p>What am I missing?
  Thanks in advance.</p>