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Simulation vs Presentation

This page explores a fundamental pattern shared between game engines and MonoTerm’s terminal architecture: separating the “truth” (simulation/state) from its “presentation” (rendering/display).

The Core Insight

Game Engine Frame Management

The Fixed Timestep Pattern

The Spiral of Death

Why clamping is essential to prevent infinite loops.

MonoTerm ACK Gate Pattern

The terminal equivalent of game frame management.

Side-by-Side Comparison

The Two Loops

Truth vs Presentation

Skip vs Delay vs Batch

Three strategies for handling overwhelming data.

Why Terminals Need Batching, Not Skipping

The Universal Principle

Summary