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.
Performance
Budgeting and spreading work across frames.
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.
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.