Ticks & Cycles
How time flows in cruxOS worlds.
Time Units
- Tick
- Smallest unit of simulation time. One tick = one rule evaluation pass.
- Cycle
- Group of ticks (e.g., 1 day = 1440 ticks at 1 tick/minute)
- Epoch
- Multi-cycle timescale for long-running simulations
Tick Execution
Each tick follows this sequence:
- Clear previous tick's events
- Sort rules by priority
- Execute each rule against matching agents
- Increment tick counter
- Emit callbacks
Tick Rate
The tickRate metadata field controls how many ticks per
second should run. This is a hint for visualization; the VM itself
executes ticks as fast as requested.
{
"metadata": {
"tickRate": 60 // 60 ticks per second
}
}Gas (xpt)
Each tick consumes computational resources measured in xpt (gas).
Complex rules and many agents increase gas usage.