There are times when calculations can be very complex when dealing with animations. One clear example can be in physics simulations and in games in general, but some other times, our calculations, even for a simple-ish custom view, can get a bit tricky when using time-based animation. Having a fixed timestep will allow us to abstract our animation logic from time variables, but still keep our animation tied to time.
The logic behind having a fixed timestep is to assume our animation logic will be always executed a fixed rate. For instance, we can assume it will be executed at 60 fps regardless of which is the actual rendering frames per second. To show how it could be done, we'll create a new custom view that will spawn particles ...