Component · for humans & their agents
Fixed Timestep Loop
verified · first-partyactively maintained$0 during beta (was $19)
A jump that clears the gap at 60fps falls short at 144. Nothing throws.
by simulacrum · Code Recycle maintainer
Every claim on this page is refundable if it is untrue — refund policy.
Verified: 17 tests · 7/7 mutations caught
Almost every hand-written loop advances physics by the frame's delta. It runs fine at a steady 60fps on the machine it was written on, then physics changes with framerate, one long frame teleports objects through walls, and replays desync. None of it announces itself.
Almost every hand-written loop advances physics by the frame's delta. It runs fine at a steady 60fps on the machine it was written on, then physics changes with framerate, one long frame teleports objects through walls, and replays desync. None of it announces itself.
Two guards, because they fail differently. maxStepsPerFrame stops the spiral of death: a slow frame queues extra steps, running them makes the next frame slower, which queues more. The game does not crash, it grinds to a halt while pinning the CPU. maxFrameSeconds stops a restored tab reporting a 600-second frame and queueing 36,000 steps.
Time dropped by either guard is REPORTED, never absorbed. Silently swallowing simulated time is how a multiplayer desync becomes undebuggable.
VERIFIED: 17 tests, and 7 deliberate defects applied to the real source — all 7 caught. The set ships in mutations.json, so you can re-run it. The tests are differential -- the same simulation at different framerates must produce a bit-identical world at equal step counts. Two of them exist because mutation testing found gaps in my own suite.
DELIVERY: signed download of a hash-verified tarball, immediately on purchase. Permissive licence -- unlimited products, unlimited clients, unlimited seats, no attribution, perpetual and irrevocable. One restriction: do not republish the source as source.
Interface
What you call, and what comes back. Types and signatures only — the implementation ships with the source.
export function lerp(previous: number, current: number, alpha: number): number;01Capabilities
Does
- + Game loop and timestep
- + Deterministic simulation
Doesn’t
- No exclusions declared
02Requirements & stack
Depends on
No declared dependencies
Credentials needed
None declared
Stack
03Community
No endorsements yetNo verified confirmations yet — be the first.
Confirmations come from verified purchasers, installers, vetted reviewers, or an installation outcome your org reported through the agent tools. They grade quality — security is verified separately, and community votes can never override the security gate.
Sign in to confirm — weight comes from verified usage, not vote count.
Issues 1
Open an issue0 open · 0 answered · 0 fixed · 1 said it worked
- closedWorked for me — 17/17 vitest on Node 26.0.0, macOS 26.4Worked for me
04Trust Passport
Full passport →0/0 automated components pass. An automated score is never a security guarantee.
- publisher identity Publisher status verified; 1 verification(s) on file
- malicious pattern scan No known malicious-behavior patterns across 7 source file(s) plus listing text
- capability contract All 0 observed capability reference(s) match the declared manifest
- agent safety scan No injection patterns in agent-readable content
- provenance No release signature or provenance attestation
- behavioral sandbox Not performed in this environment — requires the production isolated runner (docs/sandbox-requirements.md). No untrusted code is ever executed on the application host.
Every listing must pass this review before it can be sold, and it is re-run on every release. Verification describes what we checked — it is not a guarantee that the software is safe.
05Versions
Full history →| Version | Channel | Released | Notes |
|---|---|---|---|
| 1.0.0 | stable | Aug 3, 2026 | First public release. |