But you can call these methods wherever you see fit.
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Certain Encompass projects actually have multiple separate Worlds to manage certain behaviors. This is perfectly valid and can be a great way to structure your project, but be warned that it is difficult to share information between Worlds by design.
*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 when running your game on different computer systems.
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.