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