So, I am getting started with the platform, and I want to settle in a good model to update the game state.
I can do 'every 0.016 seconds' for a theoretical 60 game state updates per second.
Or I can to 'every tick' - which I don't know how to set the tick rate.
I can also use dt to track how much time has passed since the last game update, but I suspect it is tied to tick rate, so I don't know if it would interact well with 'every X seconds'.
Both tick rate and 'every X seconds' are a best-effort, that is limited to processing capacity of course, so the game will slow down if there is too much going on.
Are there clear downsides on using 'every X seconds' over 'every tick'?
Can I set a fixed tick rate, or cap it at e.g. 60 hertz?
I would like to have game logic to run at a fixed rate independent of frame rate, even if frame rate slows down. Would it be a good model to use 'every X seconds' to update data, and use 'every tick'to update the screen?