The plain-English version
The amount of simulated time advanced by one update of game rules or physics, often kept fixed.
Why it matters
Separating simulation steps from displayed frames makes movement and collision behavior easier to reason about and test.
Let’s make it click
A physics step advances a ball by a consistent interval while the renderer may draw more often between steps.
Vibe Bro’s heads-up
The simulation update rate and monitor refresh rate are different quantities; one does not automatically follow the other.
The docs behind it
Documentation links checked .
Editorial review · October 28, 2026
Supported: A simulation interval is distinguished correctly from rendering and display refresh; fixed stepping is described as common rather than universal.