Okay, there's some kind of failure to communicate, and the frustration level is rising. The failure is probably on my end, so I apologize.
In either case, you'll end jumping all over memory for the actual items in either a std::vec or a linked list, since they are both holding pointers to the actual objects (and based on how the nodes are being created, the linked list containers are closer in memory to the nodes).
That said, my premise was not that linked lists were faster to iterate over, it's that they offer a consistent addition/removal time, which is frequently better for a game engine than access with huge deviations.
CPU caching doesn't work like that. When you access any pointer, the CPU cache will automatically cache 256 bytes from the access address. So if your object is at address "x", everything from [x, x+256) will be put into the CPU cache.
Your Projectile class contains 6 floats, so each Projectile is 24 bytes. When you're using std::vector, all of your projectiles are stored contiguously in memory. That means when you access a projectile, you'll automatically cache (256 bytes / sizeof(Projectile) - 1) = the next 9 projectiles. So you get a bunch of performance for free, simply by using vector.
When you use list, you lose all of that caching. The reason is because list's memory allocations are all over the place. When you use list, the memory region [x, x+256) is solely that one projectile. That means your CPU will end up caching a bunch of irrelevant bytes of memory. That also means the CPU will have to cache each projectile individually as they're accessed. You're trading automatic caching of 10 projectiles for having to cache each individual projectile. Since taking advantage of CPU caching gives you 10x or 100x speedups, that's a very bad tradeoff.
Addition/removal from a container is a tiny, tiny fraction of tininess of what a modern game engine does. It's so tiny that add/removal performance is almost always irrelevant unless you're adding/removing a huge number of elements every frame, which is rare. Iteration performance is almost the only thing that matters for a game engine, because every single frame you'll be iterating over hundreds of containers. If each iteration causes your CPU cache to thrash, then you're in for a world of pain.
The takeaway is that list is an awful choice for any realtime game, and it's dangerous to give the impression that it's better. If someone were to take your tests at face value and start using list in their own game engines, a few months later they're going to be wondering why their performance is so terrible and why their profilers aren't showing the cause. As far as performance characteristics go, memory fragmentation / CPU caching matter so much that discounting them is a recipe for disaster.
There are many games out there which boast 100+ FPS on my gaming computer. However, they still look like crap because they will have intermittent drops to 1 or even .5 fps. I (and many others) would prefer a constant 50 (or 30) FPS than a stuttering 140.
Agreed! But list vs vector isn't the cause. A lot of the stuttering has to do with loading resources from disk, flushing the GPU pipeline, or other I/O intensive actions. On a modern CPU, add/removals from containers aren't the reason for the slowdown.
Either way, good luck, and keep on making cool stuff.