Add note on combat tick health
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@ -332,6 +332,11 @@ things the ecosystem learned the hard way:
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direct command execution is simple but it doesn't compose with timing-based
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combat, NPC AI, or periodic world events. the tick loop is fundamental.
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note: when combat/NPC AI gets added to the game loop, add tick health
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monitoring — log warnings when tick processing exceeds TICK_INTERVAL. the
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skeleton loop handles overruns correctly (skips sleep, catches up) but
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sustained overruns mean the tick rate is too ambitious for the workload.
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"we should have designed entities for composition"
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inheritance hierarchies (Item > Weapon > Sword > MagicSword) get brittle.
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composition (entity with damage_component + magic_component) stays flexible.
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