Kyatric - I think I'm clear on #1 and #3. Back to #2...
Maybe my confusion on the "60*dt" is that I'm thinking this is a GENERAL thing when it's really just a reference to an element for movement in pixels (well, per the example) regardless of FPS. (This is an example of me having trouble even clarifying what exactly my confusion IS.)
So I'm thinking... If "60*dt" moves a sprite 60 pixels per second, if we changed it to "30*dt", then...30 pixels?
Okay...let's see if I can't work this out and answer my own question.
Just to make things simple ("simple"...coming from me? Yeah right)...let's say we've got an absurdly slow computer running at 5 ticks/FPS. (Can you say "GIANT paperweight"?)
C2 runs through all the Events...we have one tick...and so on...
RUN TIME: dt 0
Tick 1: dt .21 (Total dt .21)
Tick 2: dt .19 (Total dt .40)
Tick 3: dt .20 (Total dt .60)
Tick 4: dt .22 (Total dt .82)
Tick 5: dt .18 (Total dt 1)
------------------------------
TOTAL dt: 1 second
Now, every tick, we multiply that by 60.
Tick 1: 60 * .21 = 12.6
Tick 2: 60 * .19 = 11.4
Tick 3: 60 * .20 = 12.0
Tick 4: 60 * .22 = 13.2
Tick 5: 60 * .18 = 10.8
------------------------------
TOTAL: 60 (kind of a "duh")
So! *a light suddenly starts to grow brighter this very moment* Every TICK - whenever C2 makes it's pass over the Events...THEN!...it checks to see how much time in a SINGLE SECOND has passed, and passes THAT VALUE to the action to tell it to move the sprite that many pixels. Soooo, basically, we're passing a value that is a FRACTION of the total of 60 pixels we want it to MOVE after one second. So even if the FPS were slower (say, the near-frozen 2 FPS), while the individual dt would be a larger amount, in of itself, after ONE SECOND, the SAME number of pixels total would still be passed - that is, 60. For at 2 FPS, each individual dt would be roughly .50, HOWEVER, 60 * .50 dt * 2 FPS STILL adds up to 60 (yay for math!).
I think the #1 point I need to REMEMBER is that dt is "the amount of time passed BETWEEN ticks/FPS DURING a SINGLE SECOND".
Thank you for bearing with me here. Initially, I just didn't get why the whole "60*dt" was so important. It was JUST a way around slower framerates to still present a 60 FPS flow...
That's pretty much it, yeah? LOL