What problem does it solve?
This Skill prevents frame-rate-dependent simulation bugs by separating game logic updates from rendering and advancing the world in fixed time steps. It helps avoid unstable physics, missed input, tunneling, and replay or networking desync caused by variable delta time.
Core Features & Use Cases
- Accumulator-Based Looping: Collects elapsed time and consumes it in fixed-size simulation ticks for consistent updates.
- Spiral-of-Death Protection: Clamps frame time and limits ticks per frame so the game recovers gracefully under load.
- Deterministic Simulation Support: Covers fixed-point math, ordered collections, seeded randomness, and state hashing for replay or lockstep networking.
- Input and Time Domain Handling: Buffers input once per frame and supports pause, slow motion, and separate UI versus simulation timing.
- ECS Scheduler Integration: Fits fixed tick execution into a system scheduler alongside per-frame rendering and presentation work.
Quick Start
Use this skill to design a fixed timestep loop for my game that keeps simulation deterministic, buffers input correctly, and prevents spiral-of-death behavior.