i use a Time Corrected Verlet Integration found here: http://www.gamedev.net/page/resources/_/technical/math-and-physics/a-simple-time-corrected-verlet-integration-method-r2200
But when my ball is on a wall (horizontal wall, ball upon it and the acceleration is directed down) for a some time, my game cannot recognize the collision in the right way and the ball goes down. If I put a fixed cap to deltatime like 1/60 it seems to work.
I think the problem are too big timesteps. But the time corrected verlet integration is done to avoid too big timesteps, it is right? If yes, why I need the time cap?
From what I understand, the time-corrected verlet integration only helps when you have a fluctuating framerate, but it won't help if your base framerate is too low.