If I have a group of game objects that are being updated each frame, and some of them query each others data like position and such, is it common practice to not care that a game object might get another game object's old state or new state depending on what got updated first? I could see that working out alright as long as the time delta between frames is small. Or is it typical to handle this either via saving one frame of old state or perhaps sorting the updates in some way?
What do well known game engines do?
Also if sorting / saving state is done, are NPCs given the new or the old state of other NPCs and the player's character?