Tier 3 Series 201

201B: Temporal Logic

Pilot Record
Student Profile
"A pilot doesn't stare at their watch for 3 minutes waiting for the landing gear to lower, ignoring the radio and the altitude. They flip the switch and do other things while the gear does its job. If your AI uses `while` loops to wait for time, you've frozen the universe. A skilled Architect audits for Coroutines."

The Concept: Coroutines

A **Coroutine** allows you to pause code execution and let the game engine "breathe" before continuing. It is essential for sequences, animations, and timers.

* **IEnumerator:** The return type for a coroutine.
* **yield return null:** Wait for the next frame.
* **yield return new WaitForSeconds(t):** Wait for t seconds.
Red Flag Detected

The AI Trap: "The While-Loop Freeze"

You ask the AI: "Wait until the door is fully open before moving."

// AI-Generated Code: The Game Crasher
void OpenDoor() {
    door.Open();
    // Audit Fail: This loop blocks the Main Thread.
    // The game freezes completely until the door is open.
    while (!door.isOpen) {
        // Do nothing
    }
    Move();
}

This is a "Thread Lock." The game cannot render frames or accept input while inside this loop. The OS will think the game has crashed.

Elite Telemetry

Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."

  • Small Batches Solving one problem at a time prevents logic drift.
  • Modular Design Localizing the "blast radius" of AI changes.
  • Tight Loops Rapid iteration with constant code review.

The Architect's Correction

Corrective Protocol
// Corrected: Non-Blocking Wait
IEnumerator WaitForDoor() {
    door.Open();
    // The game keeps running while we check the door each frame
    while (!door.isOpen) {
        yield return null;
    }
    Move();
}
Your Pilot Command
> A skilled Architect directs the AI to Yield. You command: "Use a Coroutine with `yield return null` to wait effectively without freezing the game."
Next Mission
Async Operations