I need to implement tickrate into my engine to handle timed events such as pushing out entity updates and I don't know where to start.
I have access to a timer which allows me get the time in milliseconds since the device has been initialized.
When I try to brainstorm on the correct approach to take one of the main things that I get stopped up on is that on the client side I should allow the framerate to run as fast as it can, however if I want the tickrate to run at 60 and the client FPS is less than 60 how can 60 ticks execute if the main loop wont run at least 60 times a second due to it being slowed down by the fps?
Can anyone explain how to properly implement tickrate? Thank you for your time.