--- 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. The World's *update* function drives the simulation and should be controlled from your engine's update loop. The World's *draw* function tells the Renderers to draw the scene. In LÖVE, the starter project game loop looks like this: ```ts export class Game { private world: World; private canvas: Canvas; ... public update(dt: number) { this.world.update(dt); } public draw() { love.graphics.clear(); love.graphics.setCanvas(this.canvas); love.graphics.clear(); this.world.draw(); love.graphics.setCanvas(); love.graphics.setBlendMode("alpha", "premultiplied"); love.graphics.setColor(1, 1, 1, 1); love.graphics.draw(this.canvas); } } ``` But you can call these methods wherever you see fit. {{% notice tip %}} 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. {{% /notice %}} **What's that whole dt business about?** *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. That's it! Now that we have these high-level concepts down, let's build an actual, for-real game.