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Performance

CPU

Budgeting and spreading work across frames.

Interactive visual
01 · core

Frame Budget

every system shares one slice of time per frame

At 60 Hz a frame has 16.67 ms for input, gameplay, physics, AI and rendering combined. Measure each system and keep the total under budget with headroom.

Interactive visual
02 · common

Time Slicing

let a different group think each frame

Split expensive per-entity work into buckets and run one bucket per frame. Cost per frame drops by the bucket count; each entity reacts a little later.