good point, that would be easier, i guess. well, i never truely limit the frame rate. I limit the logic rate.. ie, i set the logic to update at intervals, made it easier on my behalf.
for example, i could set the logic to execute 200 times a second
this way, if i wanted something to move, i would move it by a very small number ( .1) or something
so that collision detection would be very easy. this is they way i did it in 2D.
so say , for instance, i update the way you are talking about.
if(player is pushing up)
{ player.x position = player.x positon + (velocityPerSecond * elapsed time since last logic/movement call)
thats what i should do, correct?
what would then be the easiest way to handle collision detection then? epescially if i have a very small object (2x2x2) that moves extraordinarily fast (VelocityPerSecond=300)? if the drawing, theoreticaly, exceeded 1/2 or something, and the small objected moved by a velocity of 150... i could very easily miss several collsions.
with limiting logic, the speed of an object per logic call rarely exceeded 1, so i never ran into trouble with things liek that happening.
any ideas/concepts i may be thinking about wrong? or point me in the direction of how to think?