A type used to represent game state stored on both the client and the
server. This includes things like entity components, terrain data, and
global states like weather, time of day, etc.
At what point should we stop speeding up physics to compensate for lag? If
we speed physics up too fast, we’d skip important physics events like
collisions. This constant determines the upper limit. If delta time exceeds
this value, the game’s physics will begin to produce time lag. Ideally, we’d
avoid such a situation.