BTW the same article series points out that using irregular timesteps is also a bad idea.
[0] Since gone offline, and without the famous quote, but there's an archived copy here: https://vodacek.zvb.cz/archiv/680.html
Here's[1] the paper for those who are interested.
[1]: https://www.cs.cmu.edu/afs/cs/academic/class/15462-s13/www/l...
Explicit updates position with the old velocity:
particle.position += particle.velocity * dt;
particle.velocity += acceleration * dt;
Semi-implicit (symplectic) with the new velocity: particle.velocity += acceleration * dt;
particle.position += particle.velocity * dt;
Leapfrog is so easy to implement, as well. It might require a smaller timestep than some fancy techniques but it is very cheap per timestep. And given that it is accurate enough for statistical Physics simulations, so about 2 orders of magnitude more accurate than it needs to be for a game.