Ill try one more time but im not sure really how to explain it different than that.

What it is saying in a summery i that u get the value of time_step by doing 16 divided by your fps. If you have an fps of 20, time_step = .8, if fps is 10 time_step = 1.6. So to put this in an example ill just use time_step for the value instead of doing 2*time_step like they did,
my.pan += time_step; Its adding the value of time_step to our pan.

Lets assume that we are running at a steady rate of 50fps. 16 divided by 50 is .32. So in the first frame of that second our pan is set to .32, the next frame it adds .32 more to our pan, know its .64. It is going to do that 50 times per second. So we can know figure out how many degrees our my entity is going to turn each second, by doing that 50 times luckily i got a calculator and its 16.

here is another example that doesn't just use time_step,
assume we are running at 50 fps again we will set our pan to
my.pan += 2*time_step;
In the last example we just used time_step for our value but know we must times that by 2, so instead of pan being equal too .32 on the first frame of the second we must multiply that by 2 so it is .64. Know the pan equals .64. Do the equation again, on the second frame of that second (our pan)is equal to .64 += 2*.32, to shorten the equation we can just do .64 += .64, know the pan is 1.28. Keep going with that and you will get 32 after 50 frames. Know since i used the same example with a different frame rate go to the tut and look at his example, he used a fps of 200 and i used a fps of 50 both were my.pan += 2 * time_step; and we both got 32 degrees a second. Then he just shows you that you can divide 360 a full rotation by 32 to see how long it will take you to turn all the way around.

Sorry if you still don't get it did my best.lol


"You may never know what results come of your action, but if you do nothing there will be no result."
-Mahatma Gandhi