event tick in seconds / 10

Oh I don’t use a delay, that was just an example, I totally forgot about looping timers. What I was saying about tick and framerate is because the 2 go hand in hand. The lower your framerate, the less ticks per second you get in, and that is when things get wonky. The opposite is true as well, high fps means more ticks per second, this is where delta seconds comes in. Delta seconds ensure that no matter what your framerate is, the math involved in your per tick will remain constant. IIRC delta seconds are the difference between tick rate and frame rendering time, don’t quote me on that though. If I have a Rate per tick of energy I want to replenish, I times my rate and delta seconds together and add it to my energy.

I probably did a horrible job of explaining that but here are some reference pictures