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Simulation timestep

The amount of simulated time advanced by one update of game rules or physics, often kept fixed.

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

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.

Read the content review record.

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