SFML movement not working with delta time C++

Solution 1:

With basic drawing code and modern GPUs you can easily get up to 2-3k frames per second, which can then turn into a frame time of 1f / 3000fps = 0.00033s which is less than one millisecond, thus when you call asMilliseconds() you may end up with 0.

An easy workaround here is to always work with seconds (asSeconds()) and floats, that way you should never hit 0. Keep in mind though, that you should always set a limit, either by enabling VSync or calling setFramerateLimit().

As for a design point of view, I recommend to not derive from sf::RectangleShape and instead use composition over inheritance. You can then derive from the more interface-like classes such as `sf