Files
forgotten_caves/notes/06-hybrid-tick-loop.md
irrlichtandClaude Opus 5 64a6e1d42d Rewrite notes for the single-player architecture
Drop protocol.md; rewrite the tick-loop note around the game-loop-driven sim
and the intent model; rewrite the roadmap (network items removed, sim/game
crate layout, save/load and NPC blocking added); fix crate paths in the
remaining notes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 23:00:19 +02:00

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Hybrid Tick Loop

Single 24 Hz base tick; subsystems self-select frequency via stride scheduling. The sim is headless (sim crate) and advanced tick by tick from the game loop.


Driving the sim from the render loop

Rendering runs at frame rate; the sim runs in whole ticks. Game::update accumulates frame time and calls Sim::step() once per elapsed TICK_MS (game/src/game.rs):

self.tick_accum_ms += (dt as f32).min(MAX_FRAME_MS);
while self.tick_accum_ms >= TICK_MS {
    self.tick_accum_ms -= TICK_MS;
    if self.sim.step() {          // true when a movement window executed
        self.track_lerp();        // entity positions may have changed
        self.sync_route();        // click-to-move bookkeeping
        self.step_movement(input);// schedule the next step right away
    }
}

MAX_FRAME_MS (250 ms) caps how much a single slow frame catches up, so a debugger pause or window drag drops time instead of spiralling into a burst of ticks. Rendering interpolates entity positions between tiles over one movement interval (EntityLerp), so the 6 Hz movement cadence looks smooth at any frame rate.


Stride scheduling

All subsystems hang off one monotonic Sim::tick counter. Each subsystem fires when its stride condition is met. Current implementation:

tick % 1   == 0  → (game loop) input processing, intent scheduling
tick % 4   == 0  → entity_tick() — movement / collision                    (sim.rs, 6 Hz)
tick % 8   == 0  → (reserved) slower AI routines, pathfinding refresh
tick % 192 == 0  → (reserved) world simulation (8-sec cycle: weather, daylight, respawns)

24 Hz is highly composite (divisors: 1, 2, 3, 4, 6, 8, 12, 24), giving flexible stride options without resorting to co-prime tricks. tick >> 3 yields 3 Hz pulses; world-sim at % 192 is exactly an 8-second cycle.

Why entity_tick runs at 6 Hz, not 12 Hz: without the action-point model (below), one entity_tick = one tile of movement, so the tick rate is the movement rate. 6 Hz yields the target ~6 tiles/sec. Once energy/speed are reintroduced, entity_tick can move up to 12 Hz (% 2) and per-entity speed sets the effective movement rate instead — decoupling sim rate from movement rate.


Intents: one action per entity per movement window

Actors do not act directly on the world; they schedule an intent (Sim::set_action). The sim keeps exactly one intent per entity, setting it again replaces it, and executing the movement window consumes it. So an actor moves at most one tile per window no matter how often it changes its mind in between, and a tap shorter than a window still registers.

The player's intent is (re)set every frame from held keys or the click-to-move route; NPCs will use the same call from their think() (roadmap 08). Validation goes through sim::step_allowed on both sides — the pathfinder plans with the exact function the sim executes, so a planned route never contains a step the sim will reject.


Action-point model (entity AI)

Status: not yet implemented. Removed from entity.rs as premature (no NPCs need it yet). Until it returns, entity_tick runs at 6 Hz to set the movement rate directly (see above). Reintroduce alongside roadmap item 08 (NPCs).

Layered on top of entity_tick(). Replaces fixed per-entity cooldown timers.

Each entity carries:

  • energy: i32 — accumulates each tick
  • speed: u8 — added to energy every entity_tick()

An entity acts when energy >= ACTION_COST, then pays the cost:

// inside entity_tick()
entity.energy += entity.speed as i32;
if entity.energy >= ACTION_COST {
    entity.act(&mut world);
    entity.energy -= ACTION_COST;
}

Fast entities (speed >= ACTION_COST) act every tick. Slow entities act every N ticks naturally without any scheduler involvement. Haste and slow effects become simple speed modifiers — no special-case scheduling needed.