Have any of you developers read this by Glenn Fiedler?
http://gafferongames.com/game-physics/f ... -timestep/
Just curious on your thoughts of possibly including this in a future build of Construct?
I noticed that the physics are tied to the frame rate... I can't run unlimited FPS or the physics are non-functional (basically). Possibly I am missing something, though (I am using TimeDelta where applicable).
Feel free to correct me if that's the case, otherwise, I think you'll find Gaffer's solution to be quite simple and very effective. It also takes into account time scaling (slow motion, fast forward replays, etc).
PS: The State stuff in the article snippets is a little confusing, but if you scroll down and download/run the source code example for the tutorial, it'll make more sense.