Time & Tick Engine

A deterministic, multi-clock simulation structure for multi-scale world dynamics.

The Time & Tick Engine governs how all subsystems progress through time.
It uses a deterministic, multi-clock design that allows each domain to evolve at the cadence appropriate to its processes.

This enables natural multi-scale behavior without sacrificing coherence.


Purpose

The Tick Engine provides structured, predictable timing for all updates across the simulation.
Different systems evolve at different temporal scales, and the engine ensures these updates remain synchronized, deterministic, and stable.


Core Principles

  • Multi-Clock Structure — slow, medium, fast, and real-time clocks.
  • Deterministic Progression — simulation produces consistent outcomes.
  • Temporal Isolation — each subsystem updates at its own cadence.
  • Sequential Ordering — update flow is predictable and transparent.
  • Scalable Time Control — pause, accelerate, or step through time.

System Model

Slow Clocks

Long-timescale processes (geology, plate stress).

Medium Clocks

Systems with moderate evolution rates (hydrology, climate cycles).

Fast Clocks

Short-timescale dynamics (weather, pressure systems).

Real-Time Clock

Interactive systems, UI, and rapid updates.

Clocks run in a stable sequence each frame, producing deterministic results.


How It Interacts With Other Systems

  • Subsystems declare their clock and update functions.
  • Field System receives writes from tick-driven processes.
  • Application Layer uses time control for scenarios and debugging.
  • Overlays reflect time-evolving data.

What This Enables

  • clean multi-scale simulation
  • long-term emergent behavior
  • stable environmental feedback loops
  • scenario playback and time-warping
  • educational timeline exploration
  • gameplay systems synchronized with simulation

Visual Examples (Optional)

  • tick cycle visualization
  • subsystem cadence diagrams
  • timeline slider tool

Public Extensibility Notes

Future SDK features may allow developers to:

  • define custom tick groups
  • attach subsystems to specific clocks
  • script time-driven scenario events

The tick engine remains the backbone of temporal simulation.


Related Topics