feat(ecs): #80 entity-pool stats (Pool.live/free/reserved/capacity)
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Ludic's ECS is already pool-based — the allocator recycles freed entity slots
through a freelist (L_alloc pops @L_freen before growing @L_entc), and component
storage is fixed per-entity arrays, so spawn/despawn churn (bullet-hell/horde)
does no per-spawn heap allocation and cannot fragment. Expose that with a Pool.*
namespace so a game can watch reuse: Pool.live (alive now), Pool.free (recycled
slots waiting), Pool.reserved (high-water — stays flat across a steady
spawn/despawn loop, proving reuse not reallocation), Pool.capacity (the fixed
cap). Zero-cost inline reads of the existing counters.

Example pool.ludic proves the key property: after despawn+respawn,
Pool.reserved() stays 3 (freed slot reused) — prints 0 0 3 3 0 2 1 3 0 3 1.
4 docs pages. Full suite 118/0, goldens byte-identical, fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-02 08:23:58 +03:00
parent f2cb3cd7e8
commit 347352cc4c
10 changed files with 25580 additions and 25382 deletions

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---
id: pool
title: Pool
order: 35
---
Entity-pool statistics. Ludic's ECS is already pool-based: the allocator recycles freed entity slots through a freelist (a <a href="../structure/kw-model"><code>despawn</code></a>ed slot is reused by the next <code>spawn</code> before any new slot is taken), and component storage is fixed per-entity arrays — so spawning and despawning many entities per frame does no per-spawn heap allocation and cannot fragment. <a href="pool-live"><code>Pool.live</code></a> / <a href="pool-free"><code>Pool.free</code></a> / <a href="pool-reserved"><code>Pool.reserved</code></a> / <a href="pool-capacity"><code>Pool.capacity</code></a> read those counters so a bullet-hell or horde game can watch reuse and budget against the cap.