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openspec/changes/enterprise-gaming-game-loop/proposal.md
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openspec/changes/enterprise-gaming-game-loop/proposal.md
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# OpenSpec Change: enterprise-gaming-game-loop
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- **Change ID**: enterprise-gaming-game-loop
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- **Package**: `@suaveplan/game-loop`
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- **Category**: gaming/engine
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- **Target path**: `gaming/engine/game-loop`
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- **Status**: PROPOSED
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- **Date**: 2026-04-24
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- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/game-loop.md`
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---
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## Summary
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Deliver `@suaveplan/game-loop` on the genesis branch from scratch at enterprise quality. The package provides a fixed-timestep game loop with tick scheduling — the heartbeat that drives `@suaveplan/ecs` world updates and all time-sensitive gameplay systems. The loop implements the classic "fix your timestep" accumulator pattern: unlimited render interpolation alpha with a capped fixed physics step, lag compensation, frame-time smoothing, and panic detection. Genesis adds structured errors, injectable clock and AbortSignal cancellation, OTel frame-time histograms, and deterministic test harness via FakeClock.
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---
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## Current-state audit (genesis)
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Package does not exist on genesis yet — fresh build.
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---
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## Available workspace deps on genesis
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| Package | Role |
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|---|---|
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| `@suaveplan/error` (`workspace:^`) | `GameLoopError`; `GAME_LOOP.*` error codes |
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| `@suaveplan/types` (`workspace:^`) | `Clock` injectable |
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| `@suaveplan/events` (`workspace:^`) | `loop:tick`, `loop:panic`, `loop:stop` events |
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| `zod` (`catalog:forms`) | `GameLoopOptions` schema |
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| `@opentelemetry/api` (`catalog:observability`) | Frame-time histogram, tick counter |
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---
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## Public API surface
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```ts
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function createGameLoop(options: GameLoopOptions): GameLoop
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interface GameLoopOptions {
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fixedStep: number // ms per physics tick, e.g. 16.666
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maxFrameTime?: number // ms cap to prevent spiral of death, default 250
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onTick: (dt: number) => void
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onRender?: (alpha: number) => void
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clock?: Clock
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logger?: LoggerLike
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}
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interface GameLoop {
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start(signal?: AbortSignal): void
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stop(): void
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readonly isRunning: boolean
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readonly tickCount: number
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readonly fps: number // rolling average over last 60 frames
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readonly frameBudgetMs: number
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}
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// Scheduler — attach one-shot or recurring callbacks to loop ticks
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function createTickScheduler(loop: GameLoop): TickScheduler
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interface TickScheduler {
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scheduleOnce(cb: () => void, afterTicks?: number): ScheduledHandle
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scheduleEvery(cb: () => void, everyTicks: number): ScheduledHandle
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cancel(handle: ScheduledHandle): void
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}
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type ScheduledHandle = number & { readonly __brand: 'ScheduledHandle' }
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```
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### Error codes
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```ts
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type GameLoopErrorCode =
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| 'GAME_LOOP_ALREADY_RUNNING'
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| 'GAME_LOOP_NOT_RUNNING'
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| 'GAME_LOOP_PANIC'
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| 'GAME_LOOP_INVALID_STEP'
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```
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---
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## New additions for genesis
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1. **Accumulator + interpolation alpha** — `alpha = accumulator / fixedStep` passed to `onRender` for smooth rendering between physics steps.
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2. **Panic detection** — if `accumulator > maxFrameTime * 3` the loop fires `loop:panic` event and clamps accumulator.
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3. **FakeClock integration** — `clock` option accepts `FakeClock` from `@suaveplan/testing`; tick advances deterministically in tests.
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4. **OTel** — `game_loop.frame_time_ms` histogram, `game_loop.tick_total` counter, `game_loop.fps` gauge.
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5. **AbortSignal** — `start(signal)` — loop exits cleanly when signal fires.
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---
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## File layout
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```text
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gaming/engine/game-loop/
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package.json
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tsconfig.json
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vitest.config.ts
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src/
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index.ts
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error-codes.ts
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constants/
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index.ts
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types/
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common.ts
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common.md
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core/
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game-loop/
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game-loop.ts
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game-loop.md
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game-loop.types.ts
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game-loop.test.ts
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index.ts
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tick-scheduler/
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tick-scheduler.ts
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tick-scheduler.md
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tick-scheduler.types.ts
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tick-scheduler.test.ts
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index.ts
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utils/
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frame-stats.ts
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frame-stats.md
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frame-stats.test.ts
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tests/
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integration.test.ts
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```
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---
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## Impact
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**Downstream**: `@suaveplan/ecs` world.tick() is driven by this loop; `@suaveplan/r3f-*` rendering uses interpolation alpha. Prerequisites: `@suaveplan/error`, `@suaveplan/types`, `@suaveplan/events`.
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