ProcessManager checks to see how long it has been since the last tick was processed. If it has been one or more tick-intervals, then it processes a tick. If it has been a long time, then it will run many ticks - however are many needed to stay caught up with realtime.</p>
   
   <p>This is great for gameplay because it means the game runs consistently no matter what - internally, everything is processed at 32Hz (or whatever you set it the tick rate to). The rule is to implement any gameplay code in the on