What problem does it solve? Frame-dependent gameplay logic causes non-deterministic behavior, unstable physics, and unreproducible bugs in real-time strategy games. This Skill provides architectural rules for decoupling simulation from rendering using fixed ticks. ## Core Features & Use Cases - Fixed Tick Simulation: Enforces a 20 Hz fixed delta with accumulated lag handling capped at 5 catch-up ticks per frame to prevent death spirals. - Render Interpolation: Decouples rendering from simulation by interpolating entity positions between ticks using the fractional remainder of accumulated time. - Determinism Rules: Mandates stable entity iteration order, seeded RNG with no silent fallback, and integer or fixed-point arithmetic for simulation state. - Use Case: When building an RTS game with lockstep multiplayer or replay systems, apply this Skill to structure the update pipeline (Input → Commands → Pathfinding → Steering → Combat → Resources → Visibility → Rendering) so every client produces identical simulation results. ## Quick Start Use the fixed-timestep-simulation skill to design a deterministic game loop for my RTS prototype with a 20 Hz tick rate and render interpolation.