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asynchronous simulation and rendering pipeline, to not degrade framerate when simulation gets worse #18

@ChaosRifle

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@ChaosRifle

if sim rates every got bad, 20 ticks per second may be fine for simulation, even 10 could be unpleasantly playable, but frame rates that low would be unacceptable. by desynchronising them it could allow for better frames than actual engine performance.

may have knock on effects for not running in lockstep, namely potential deviation of render from engine data.

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