Let the thread hijacking continue... ;)
I figured that much. I'm still sticking with a simple delta timer with a capped frame rate.
Unfortunately commercial 3rd party engines are out of the question, as my game will be free and is open source. Besides, the engine is pretty much finished already and I think swept collision detection will not be a problem either.
Then don't use fixed rate logic with a very high frame rate. It's a very brute-force solution to your problem.
I figured that much. I'm still sticking with a simple delta timer with a capped frame rate.
Your problem definitely sounds like something which wants swept collisions, or possibly even a third party physics/collision engine which already does this.
Unfortunately commercial 3rd party engines are out of the question, as my game will be free and is open source. Besides, the engine is pretty much finished already and I think swept collision detection will not be a problem either.