mulciber-runtime 0.4.0

Game-loop timing and input snapshots for Mulciber
Documentation

mulciber-runtime

Experimental game-loop timing and input snapshots for Mulciber.

The first slice provides a fixed-rate simulation accumulator, render interpolation, bounded catch-up, scoped input transitions, and rendering suspend/resume coordination over mulciber-platform. Since 0.2.0, presented-cadence pacing diagnostics consume drained presentation feedback into cadence estimates, interval distributions, and missed-interval counts. Since 0.3.0, the display-interval frame pacer schedules simulation deltas as whole display intervals of the observed cadence with an observable wall-clock fallback, so steady presentation no longer animates build-start jitter. New in 0.4.0, Runtime owns that pacer: drain presentation feedback into Runtime::record_presented and begin_frame is paced with no further wiring, with the fallback observable per frame through RuntimeFrame::schedule and in aggregate through Runtime::pacing_report. The crate does not yet own the native event pump, absolute frame-start scheduling, process/OS suspension, display transitions, jobs, or device recovery.

Development, design contracts, and recorded validation evidence live in the Mulciber repository.