How is delta timing complex and hideous? The simplest case is: check how much time has passed since the frame started and if it's not enough, wait until that much has passed.
You're never going to "speed up" your loop, you can only slow down. Now, if you're taking more time than you have alloted for each frame, you're going to start dropping frames. At that point you're either going to have to reduce your desired frame rate or start optimizing your code. :P
Very few professional games do that though. They generally measure how much time has passed since the last frame and time step the world based on that. It's easier than you might think...
You're never going to "speed up" your loop, you can only slow down. Now, if you're taking more time than you have alloted for each frame, you're going to start dropping frames. At that point you're either going to have to reduce your desired frame rate or start optimizing your code. :P
Very few professional games do that though. They generally measure how much time has passed since the last frame and time step the world based on that. It's easier than you might think...