What problem does it solve? RTS games run simulation-heavy loops that are nearly impossible to debug with ordinary logging. This Skill provides a structured four-tier observability architecture—event logs, error monitors, performance timelines, and deterministic replay recorders—so developers can introspect ECS systems without destroying frame budgets. ## Core Features & Use Cases - Four-Tier Telemetry Matrix: Separates structural event logs, error monitoring, performance timelines, and deterministic replay recording into independent zero-allocation streams. - Structured JSON Event Standard: Enforces strictly typed, filterable log entries with simulation tick, system name, action tag, and flat payloads. - High-Scale Debug Visualization: Batches pathfinding nodes, steering vectors, and spatial grids through THREE.InstancedMesh to keep draw calls near zero. - Deterministic Replay Constraints: Records only command IDs, ticks, targets, and RNG seeds inside a fixed 1/20s timestep for exact frame reproduction. - Use Case: When a unit formation bug appears only after 10 minutes of gameplay, use the replay recorder to reproduce the exact tick sequence, then inspect the error monitor and perf timeline to isolate the failing ECS system. ## Quick Start Ask the AI to implement a structured JSON event logger and deterministic replay recorder for your TypeScript Three.js RTS simulation loop following the four-tier observability architecture.