Well if that is your aim, then think for a moment.
The gamelogic has to sit in a Time frame, that has already had the rendering done. This means that whenever the Gamelogic is called, the screenrender has to wait while it finishes. Hence you will always get a stutter, because no matter what you do, the Gamelogic is taking time from the framelogic.
The framelogic needs to be fast enough so that it has spare time everyframe to do the gameLogic, even if you dont do it every frame.
What needs to be done is that the framlogic needs to know that the gamelogic has just had a pass, and posibly as a result the framelogic needs to delibratly "miss" a frame or two
The gamelogic has to sit in a Time frame, that has already had the rendering done. This means that whenever the Gamelogic is called, the screenrender has to wait while it finishes. Hence you will always get a stutter, because no matter what you do, the Gamelogic is taking time from the framelogic.
The framelogic needs to be fast enough so that it has spare time everyframe to do the gameLogic, even if you dont do it every frame.
What needs to be done is that the framlogic needs to know that the gamelogic has just had a pass, and posibly as a result the framelogic needs to delibratly "miss" a frame or two