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tickbased

Tickbased refers to a design or approach in which state progression occurs in discrete time steps, or ticks, rather than in continuous time. In a tickbased system, the main loop advances the simulation by advancing all components by a fixed time increment during each tick. The separation of time into ticks enables predictable updates and often simplifies synchronization in multiplayer environments or deterministic physics.

In practice, tickbased implementations use a fixed timestep, such as dt = 1/30 or 1/60 of a second.

Uses and advantages: Tickbased design is common in video games, robotics simulators, and certain enterprise simulations

Limitations: The fixed-timestep approach introduces granularity, which can cause less responsive input handling at very low

Related terms: discrete-time simulation, fixed timestep, game loop, real-time systems.

Notes: The term can appear in varying contexts, sometimes loosely equating to fixed-update loops or tick-based

The
program
accumulates
elapsed
real
time
and
performs
one
or
more
updates
for
each
tick
that
fits
into
the
accumulator.
Rendering
is
frequently
decoupled
from
the
logic
update,
and
may
interpolate
state
between
ticks
to
produce
smooth
visuals.
because
it
yields
determinism,
reproducibility,
and
predictable
resource
usage.
It
also
helps
ensure
that
physics
and
AI
behave
identically
across
runs
and
machines
if
input
is
the
same.
tick
rates,
or
require
interpolation
and
sub-stepping
to
maintain
accuracy.
In
highly
dynamic
scenes,
locking
to
a
tick
rate
can
lead
to
visible
stutter
or
increased
latency.
scheduling
in
distributed
systems.