The most significant disadvantage is that it is hard to understand and tricky to do. I spent a little time going down that path before I decided on another way to make my game framerate independent. Specifically, I use the delta time method, so named because it depends on keeping track of how much time has elapsed between frames (the delta time) and then scaling everything in your game by that time. In other words, if more time passes between frames then objects have moved further between frames (and vice versa.) This way no matter what the framerate objects move at the same speed (distance per unit time.)
For an example look in the 3D Graphics section of the Code Archives for "Steady Delta Time Routine." There is/was a better example called "No Jitter Delta Time" (or something like that) but I can't seem to find it in the Code Archives. In both examples they correct a common problem in delta time implementations where the delta time jumps around suddenly.
For an example look in the 3D Graphics section of the Code Archives for "Steady Delta Time Routine." There is/was a better example called "No Jitter Delta Time" (or something like that) but I can't seem to find it in the Code Archives. In both examples they correct a common problem in delta time implementations where the delta time jumps around suddenly.