Things get more interesting now. I tested it and converted the base chunk of my engine. It works well. It also gives me a way to control the time delta 'shimmie' that seems to happen a lower framerates.
Currently my engine is tooled to run at 60 ticks. At runs pretty okay at lower FPSs but gives the appearance of relatively lower frame rates Not very bad, but a notable problem with a solution. I'll, at one point, have to try and retool the engine to a higher logic rate -- not a big deal, just tweaking values. Like that, it should be good even at low frame rates. I was able to run the logic at -1000- cycles and the frame rate was still pretty good. I think 100 or 120 cycles will be easily handleable even with a relatively complex engine like mine. Zipping around at insane speeds with pixel perfect accuracy? Priceless.
Anyways if you look at the code,you'll notice a logic limiter right now. It's set to 2,meaning logic can only update a max of 2 times.This nearly kills all the positional jerkiness under lower FPSs (30-45). What was weird is while watching the logic counter tick up, I'd occaisonally see numbers like 7 or 9 while running primarily at the 45 fps range. Really at 45 there should never be a number larger than 2 -- maybe 3 somehow? But yeah. Thats ODD, but it's not an issue now. if I increase the logic rate (which I believe I wll), I can up this probably to 5 or something and still keep things hella smooth.
I think this is the most productive path to follow for us super anal developers and again, I'd like to hear Ashley's opinion on this all to make sure it's a safe course ot proceed down.
http://kayin.pyoko.org/logicspeed.cap
This is the example. Note that not all of the engine is converted, just the very minimal (jumping,gravity and horizontal movement), so theres some weirdness with some of the stuff like dashing and air dashing. All the relevant core logic stuff is the first view events. As you can see, this is a very simple to implement and even still benefits from things like timescale!