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/// The trait that game implementations must fulfill to receive
/// fixed-timestep update and interpolated render callbacks from the scheduler.
/// A trait for objects that participate in the engine's update step.
///
/// All implementors receive the same fixed-timestep delta time; the engine's
/// scheduler is responsible for dispatching. Provides a single abstraction over
/// the `update` methods defined on `Entity`, `Animator`, `SceneManager`, and
/// the `World2D` / `World3D` physics containers, enabling generic iteration
/// (e.g. `Vec<Box<dyn Updatable>>`).
///
/// `SchedulerState::tick` calls into this trait through the `TickHandler`
/// trait; per-domain implementors (entities, scenes, sprites, physics worlds)
/// expose their own `update` method that satisfies this contract.