The number of game state updates you get per second. You want this to be quick enough that players don't feel input lag, but conservative enough that any supported computer can keep up with it easily.
The maximum draw frame rate. 0 means it will only redraw after a state update changes things. It will be automatically capped at the user's monitor refresh rate. Frames in between updates can be interpolated or skipped.
Runs your game. It will construct the given class and destroy it at end of scope. Your class must have a default constructor and must implement GameHelperBase. Your class should also probably be final for a small, but easy performance boost.