Checkpoint 4: harden native paths, authoring workflows and Player lifecycle
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@@ -23,8 +23,9 @@ resolution, validation activation, fixed ticks and timestep. A bounded run advan
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one synthetic fixed timestep per frame; it does not reproduce a real-time input
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session. Keep that distinction when comparing runs.
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Startup starts at `main()` and ends at the first completed frame. OS process loading
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before `main()` is excluded. Frame wall times exclude writing the final profile and
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Startup starts at the Player application entry after platform argument normalization
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and ends at the first completed frame. OS process loading and Windows `wmain` UTF-8
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argument conversion are excluded. Frame wall times exclude writing the final profile and
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capture files. Simulation and scene-snapshot times are separate from the renderer
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call. Renderer CPU wall duration includes GPU waits and readback; it is **not CPU
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utilization**. GPU timestamps measure the submitted graphics work and can be null
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