ludic/docs/language/phases/phase-fixedupdate.md
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

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Markdown

---
id: phase-fixedupdate
name: FixedUpdate
category: phases
kind: phase
tokens: FixedUpdate
sig: phase FixedUpdate
tip: The deterministic simulation step — physics and gameplay meant to be reproducible.
order: 2
---
`FixedUpdate` runs each frame after `Input` and before `Update`. It is the home for the <b>deterministic core of the simulation</b> — movement, collisions, physics — the logic you want to produce the identical result given the same inputs and RNG seed. The runtime groups `Input`, `FixedUpdate`, `Update`, and `LateUpdate` into the "sim" step (exposed together for replay, rollback, and headless tests), while `Render` is kept separate so drawing never affects the outcome. Put anything that must stay reproducible here and mark the handler `@deterministic`; put frame-dressing and non-critical logic in `Update` instead.
```ludic
program FixedUpdateExample {
property Position { column: int = 0, row: int = 0 }
property Velocity { delta_x: int = 0, delta_y: int = 0 }
model Projectile { Position, Velocity }
handler SpawnShot phase Start {
spawn Projectile { Position { column: 0, row: 8 }; Velocity { delta_x: 1, delta_y: 0 } }
}
@deterministic
handler AdvancePositions phase FixedUpdate {
for (current_position, current_velocity) in query [Position, Velocity] {
current_position.column = current_position.column + current_velocity.delta_x
current_position.row = current_position.row + current_velocity.delta_y
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (current_position) in query [Position, {Projectile}] {
Screen.fill_rectangle(x: current_position.column * 16, y: current_position.row * 16, width: 16, height: 16, color: Color.Crimson)
}
Screen.show()
}
}
```