title: Reactive (Rx) delta timing, and update as fast as resources allow
body: <p>So I'm making a game, And I want to apply physics as often as I can using Rx with .NET. </p>
  
  <p>In a normal, big loop game I'd do it by using a stopwatch to measure elapsed time between loops.</p>
  
  <p>I'd then use that elapsed time to calculate physics. </p>
  
  <p>How would I create something with Reactive to update physics as often as I can? If the computational load increases, I want the physics calculation to just use the bigger steps between updates. I thought of this</p>
  
  <pre><code> Observable.Interval(new TimeSpan(0, 0, 0, 32)).Subscribe(x =&gt;
   {
      //Apply physics code.
   });
  </code></pre>
  
  <p>The problem with that is that if the load drops below 30 frames per second, These events would fall behind and start to stack up, still trying to do the calculations at 30 fps.</p>
  
  <p>Is what I'm trying to do feasable? I apologize in advance if this is a stupid question, I'm new to Reactive, so I'm not sure if one of the many functions available is for this purpose.</p>