sswift @ John: I'm already doing a version of what sswift describes. Basically I'm using Fixed Rate logic @ 200FPS thus 1 logic iteration every 5ms, with a bit delta time when the number of iterations per frame cannot be a whole number. This allows for smoother movement and more accuracy in collisions etc Don't forget I'm doing 2D games and smoothness (or lack of) is obvious whereas it's less of an issue in 3D games. If I could guarantee that the PC running my game had a refresh rate of 60Hz, like an NTSC console, or 50Hz like the Amiga (PAL), then I wouldn't bother with fixed rate logic OR delta timing. As I can't know the end user's Hz I choose to pick a high logic rate to improve the accuracy. Also if the video card fails to render quickly enough, the fixed rate logic makes sure that the same number of iterations occurs, thus collisions are still accurate. The first implementation of the fixed rate logic I saw (the "Retro64" method) acutally used 500Hz logic but that consumed too much CPU power for my last game, although my current game could probably handle that now... hmm hope that explains it enough. Delta time on it's own seems logical but the benefits of Fixed Rate Logic outweigh it imho.
Delta Time and Acceleration
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