Added deltaTime in.
This is the time in between frame updates.
I made the movement multiply by this deltaTime, which makes the movement framerate independent. (So the game doesn't appear to run in fast-forward if the user has a powerful machine).
We should do this for any values that we add every frame.
I also changed the name of 'tickDuration', as it doesn't represent the tickDuraction, but the current gametime in nanoseconds.
Added deltaTime in. This is the time in between frame updates.
I made the movement multiply by this deltaTime, which makes the movement framerate independent. (So the game doesn't appear to run in fast-forward if the user has a powerful machine).
We should do this for any values that we add every frame.
I also changed the name of 'tickDuration', as it doesn't represent the tickDuraction, but the current gametime in nanoseconds.