I have a question regarding delta time. It makes sense what was explained in the lecture " Understanding Delta Time"; however, the moving of the rocket is happening in the _physycs_process method, and the Physics Ticks per Second is a constant value, you even had to go to the project settings to update it to demonstrate the possible issue. So, why should we expect different Physics Ticks per second when we run the moving code there? It will be a problem if we run the code in the _process method, but why will it be a problem in _physycs_process?
Does it mean that Physics Ticks per Second - is not a constant value when the game is built and running as a standalone executable? Is it up to the engine to change the value of Physics Ticks per Second on different machines during runtime?
Let’s say I’ve disabled V-Sync, and now I have 3000 FPS in my game, specifically in the _process method right? But since _physycs_process is running on the constant FPS separate from the _process, I guess I should still have 60 FPS (or whatever I set in the project settings) there and my delta logic is not needed?
What will happened if my machine is very slow and I only have 10 FPS in my _proecss, what FPS in this case will be in _physycs_process? Still 60?