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This PR introduces framerate independence to the game code. Also provides some generic events to pause/unpause the game. SceneManager will push Scene Load events which can also unpause the game. A global timer is present in the core game loop and it's delta time is passed down to the current scene, from there the current scene can call
Update
on any Entity with adeltaTime
floating point value and the entity can leverage thedeltaTime
as part of it's movement/physics update.