Truth be told, I hadn't actually thought of the persistent framerate
with sub-frame interpolation idea! Nice, that one!
To be honest, I think that sub-frame interpolation is wasteful.
It is actually a requirement for many game physics algorithms.
And then there is always the cadillac of game loops: a dynamically
multi-threaded game engine. Not for the faint of heart! Check out this
article
http://delivery.acm.org/10.1145/1240000/1231896/p9-tulip.pdf?key1=1231896&key2=9458994711&coll=&dl=GUIDE&CFID=15151515&CFTOKEN=6184618
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