Discrete event simulation (DES) theory, why event-driven over fixed time-stepping (skip idle time, exact timing), comparison with Monte Carlo approaches, simulation literature foundations, game engine design parallels, the main loop (pop event → advance time → handle → repeat until SimEnd), Simulation struct (handler: Arc<dyn SpecHandler>, state: SimState, arena: Bump), per-iteration bump allocator for temporary data, SimState as mutable world state, deterministic RNG seeding for reproducibility, batch execution for statistical significance, convergence and iteration count selection.
Next steps