From 600be4ed95568da59ac5e180ce65e0de1d9630d1 Mon Sep 17 00:00:00 2001 From: Jared Miller Date: Sat, 7 Feb 2026 16:31:16 -0500 Subject: [PATCH] Add note on combat tick health --- docs/how/architecture-plan.txt | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/docs/how/architecture-plan.txt b/docs/how/architecture-plan.txt index 3e3d3dd..de596c1 100644 --- a/docs/how/architecture-plan.txt +++ b/docs/how/architecture-plan.txt @@ -332,6 +332,11 @@ things the ecosystem learned the hard way: direct command execution is simple but it doesn't compose with timing-based combat, NPC AI, or periodic world events. the tick loop is fundamental. + note: when combat/NPC AI gets added to the game loop, add tick health + monitoring — log warnings when tick processing exceeds TICK_INTERVAL. the + skeleton loop handles overruns correctly (skips sleep, catches up) but + sustained overruns mean the tick rate is too ambitious for the workload. + "we should have designed entities for composition" inheritance hierarchies (Item > Weapon > Sword > MagicSword) get brittle. composition (entity with damage_component + magic_component) stays flexible.