I have a course exercise in OpenGL to write a game with simple animation of a few objects
While discussing with my partner our design options we\'ve realized we have
I would be tempted to use the loop, since it will render as fast as possible (i.e. immediately after your physics computations are done). This will probably be more robust if you run into any slow-down in computation, which would cause timer firings to start queueing up. However, in case of such a slow-down you may have to put a cap on the time step computed between updates, since your physics engine may go unstable with too large a jump in time.