A game loop normally repeats four phases: read input, update simulation state, resolve rules or collisions, and render output. The update step should use fixed or capped delta time for deterministic behavior, while rendering may interpolate between updates. A season simulator such as 38-0-0-seriea shows the same separation at a coarser scale: draft input becomes a team state, the rules run a 38-match simulation, and the interface reports wins, draws, losses, points, goal difference, strength, and tier. Keep input, state updates, simulation rules, and presentation independent so each part can be tested and tuned without changing the others.
