After going through some articles on framerate independent game design, i found that its not an easy task to implement in variable time steps(it is difficult compared to fixed frame rate, and considering my lack of understanding of variable time steps), I came across this answer.
According to this answer "option 1" [ its this if you dont want to open the link - Do nothing. Attempt to update and render at a certain interval, e.g. 60 times per second. If it falls behind, let it and don't worry. The games will slow down into jerky slow motion if the CPU can't keep up with your game. This option won't work at all for real-time multi-user games, but is fine for single player games and has been used successfully in many games.]
encourages me to not go for framerate independent design.