Should a Three.js animation use Clock.getDelta() or wall-clock timestamps for long-running scenes?
I'm designing a Three.js scene where some animations are frame-driven (rotations, shader time uniforms) and others are event-driven, meaning an object must reach a specific state at a specific real-world moment (for example, syncing a visualization to a scheduled timestamp from an API). My understanding is that THREE.Clock provides getDelta() and getElapsedT