Right'o, it's about time I made Gyro II, which means that I've got to come up with a good way of getting regular physics updates.
Last time, I was running the physics with the usual time + something system, that kinda worked okay for the most part. However, because the engine physics were iterating faster (most of the time!), Gyro didn't fit in as perfectly as I'd have liked. Most obviously when objects were set to being weightless, yet they'd still drift up or down slightly depending on the framerate.
I'm tempted, this time round, to bind Gyro to the StartFrame function, so it iterates just as quickly as the engine physics. There's a couple of problems with this approach, of course, but I should be able to work around them one way or another!
So, what would the experts suggest? Would using StartFrame screw up the netcode or slow the game too much? Should I instead try to add framerate compensation into the older nextthink sytem?