Fix collision preview showing phantom collisions on low-density tables#13
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Fix collision preview showing phantom collisions on low-density tables#13
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simulate() always pushes a StateUpdate at time=0 as the first replay entry. The first worker call correctly strips it, but subsequent calls included it in the data sent to the main thread. This StateUpdate contains snapshots of every circle, causing the collision preview renderer to show all balls at stale positions — appearing as desynchronized collision indicators that vanish before the actual collisions occur. Strip the StateUpdate from subsequent simulation batches, matching the behavior of the first batch. https://claude.ai/code/session_01RCdxNaKG7Rg4CRMh7kXu7z
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Summary
simulate()always pushes aStateUpdateattime: 0as the first replay entry. The first worker call correctly strips it viashift(), but subsequent calls included it in the data array sent to the main thread.StateUpdatecontains snapshots of every circle, causing the collision preview renderer to match all balls and show them at stale positions — appearing as desynchronized collision indicators that vanish before the actual collisions occur.Test plan
npm test— all 42 tests passnpm run build— clean production buildnpm run devwith 3-5 balls + collision preview enabled; phantom collision indicators should no longer appearhttps://claude.ai/code/session_01RCdxNaKG7Rg4CRMh7kXu7z