...or simulating the world every 16 ms as is typical in a "real" game.
You can bridge that gap by taking periodic snapshots of the reduced state, which is a useful pattern in distributed game development where you sometimes have to back-track and re-simulate when input arrives over the network.
You can bridge that gap by taking periodic snapshots of the reduced state, which is a useful pattern in distributed game development where you sometimes have to back-track and re-simulate when input arrives over the network.