Oh, I keep forgetting that most of the developers here are aiming for commercial market and prefer rapid application development over do-it-yourself mentality. I'm doing this just for kicks and think game projects as learning experiences. Nothing beats the joy of real achievement when you put small pieces together yourself instead of using ready-made building blocks. Implementing advanced rotational kinetic simulation using only my old physics books as reference felt really good compared to few simple cuts & pastes.
I've been thinking a lot about using a fixed logic timestep and visual tweening, but so far have opted against it because the logic part is so heavy on the CPU resouces. I'm implementing a time slicing method for some heavy background calculations which - at least in my mind - shouts for a dt for simplicity.
I know the physics will behave a bit differently depending on the FPS, but in a single player game it's really not a big deal.
Simplest thing would be decouple rendering and logic, that gives you more freedom on the collision end or the whole "physics" end if you let it tick on a different frequency than input handling, rendering etc
I've been thinking a lot about using a fixed logic timestep and visual tweening, but so far have opted against it because the logic part is so heavy on the CPU resouces. I'm implementing a time slicing method for some heavy background calculations which - at least in my mind - shouts for a dt for simplicity.
I know the physics will behave a bit differently depending on the FPS, but in a single player game it's really not a big deal.