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---
title: "World"
date: 2019-05-22T12:51:08-07:00
weight: 100
---
World is the pie crust that contains all the delicious Encompass ingredients together.
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The World's *Update* function drives the simulation and should be controlled from your engine's update loop.
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The World's *Draw* function tells the Renderers to draw the scene.
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In FNA, the game loop looks something like this:
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```cs
using Encompass;
using Microsoft.Xna.Framework;
public class MyGame : Game
{
private World world;
SpriteBatch spriteBatch;
RenderTarget2D gameRenderTarget;
RenderTarget2D levelBrowserRenderTarget;
RenderTarget2D uiRenderTarget;
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...
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/// < summary >
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// < / summary >
/// < param name = "gameTime" > Provides a snapshot of timing values.< / param >
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(Microsoft.Xna.Framework.PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
world.Update(gameTime.ElapsedGameTime.TotalSeconds);
base.Update(gameTime);
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}
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/// < summary >
/// This is called when the game should draw itself.
/// < / summary >
/// < param name = "gameTime" > Provides a snapshot of timing values.< / param >
protected override void Draw(GameTime gameTime)
{
world.Draw();
GraphicsDevice.SetRenderTarget(null);
spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp);
spriteBatch.Draw(gameRenderTarget, windowDimensions, Color.White);
spriteBatch.Draw(levelBrowserRenderTarget, windowDimensions, Color.White);
spriteBatch.Draw(uiRenderTarget, windowDimensions, Color.White);
spriteBatch.End();
base.Draw(gameTime);
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}
}
```
But you can call these methods wherever you see fit.
{{% notice tip %}}
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It is valid for your game to have multiple Worlds, but be warned that it is difficult to share information between Worlds by design.
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{{% /notice %}}
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**What's that whole dt business about?**
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*dt* stands for delta-time. Correct usage of delta-time is crucial to make sure that your game does not become *frame-dependent* , which is very bad. We'll talk more about frame-dependence later in the tutorial, but to briefly summarize, if your game is frame-dependent you will run into very frustrating behavior if you ever want your game to run at a different framerate than the one you are developing with.
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Even if you lock your game to a fixed timestep, writing your game with delta-time in mind can be the difference between changing the timestep being a one-line tweak or a weeks long hair-pulling nightmare.
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That's it! Now that we have these high-level concepts down, let's build an actual, for-real game.