How to use Aether Physics2D correctly?

Hey, thank you for reply. I used previously that:

var velocity = movement * 250 * (float)gameTime.ElapsedGameTime.TotalSeconds;
this.body.Position += new Vector2((int)Math.Round(velocity.X), (int)Math.Round(velocity.Y));

Now I use that:

var velocity = movement * (250f/100f) * (float)gameTime.ElapsedGameTime.TotalSeconds;
this.body.ApplyLinearImpulse(new Vector2((int)Math.Round(velocity.X), (int)Math.Round(velocity.Y)));

And don’t have any issues. If I dont round it, I got that flickering issue again: Camera scrolling let textures flickering - #4 by EnemyArea

Why is it so diffrent? I Use (250f/100f) to get the “simulation” unit for my speed. But its much, much faster than the “normal” way. The player runs like his ass is burning :smiley: