Hi, at this point I'm not sure there is a sort of main loop, but according to the initial vids, the win32 file had a clock that would consume leftover time in delay.
With this logic, do all mechanics and rendering, measure and then delay 16.67ms minus measurement, right? You are always aiming at keeping a fixed mechanics step, so if something goes slow next frame, the worse that can happen is simulation slows down for a moment generating some barely perceptible flick, while you keep away from tunneling (if other constraints are properly chosen etc)
If that's correct, then what if you do not want to get user input so often? For example, you may not want to record position changes with 60hz, but 30hz because for a game like this it is enough?
You would just need to split the plyer mov in two, and draw two times.
What would be wrong with this?
As an extra here, I always assume jon blow did something like this with braid rewind to help compress state/pos, but to my surprise he said somewhere he recorded everything in 60hz!
So what is broken with such apparently simple pattern?
(sorry this Q looks a bit all over the place :)