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01why
Three requirements force enableable components into the chunk header. State them.
02why
Why does disabling an enableable component not free its memory?
03how
Give the decision rule between tag and enableable, and name the criterion.
04why
Why is flipping an enableable bit safe inside a parallel job while adding a tag is not?
05how
Do enableable components restore full chunk-skipping?
06what
Define determinism and name the three capabilities that depend on it.
07why
Why is floating-point non-associativity fatal rather than merely imprecise?
08why
What is the relationship between order-independence, parallelism and determinism?
09why
NativeList.ParallelWriter passes every safety check. Why can it still ruin determinism?
10why
Why must a fixed-step group loop to catch up rather than scale its delta to the frame time?
11why
Explain the spiral of death and why the step cap's slow-motion behaviour is correct.
12why
Presentation interpolates between simulated states. Which earlier design decision does that justify, and how?
13how
A system that samples player input is placed in the fixed-step group. Predict the symptom.
14howmeasure
In the lab, how many distinct checksums did five runs of the parallel-accumulation version produce?
15why
Someone proposes adding a parallel sum over all entities to simulation code in a networked game. Give the full objection.
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