Very nice stuff. I've been involved in a few IRC debates on this subject, and I still firmly believe this technique is as good as anything else for a simple game and better than anything else for a complex game ( ie: any kind of physics. ) For whatever reason, it is not widely known that even simple integration ( ie: any of the physics engines ) will become unreliable if you don't pass a constant delta, and this is the only way I know to keep the updates silky smooth and still get your constant delta.
It's very good of you to share it, and I hope people latch onto it because it's one of the most useful pieces of code they'll find if they do.
It's very good of you to share it, and I hope people latch onto it because it's one of the most useful pieces of code they'll find if they do.