dd0526f5e95df095e784c35d06a907aea04537df
Idle frames tick on a global clock offset by entity id, walk frames run on a per-entity clock while the position lerp is in flight, and the sim's Attacked/Died events drive the attacker's action, the victim's flinch and a corpse that shows the dead frames for a few seconds. All render-side; the sim is untouched. The snapshot test can dump a strip of frames. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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