ludic/docs/language/pool/pool-free.md
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feat(ecs): #80 entity-pool stats (Pool.live/free/reserved/capacity)
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>
2026-09-02 08:23:58 +03:00

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---
id: pool-free
name: Pool.free
category: pool
kind: namespace-method
tokens: Pool.free
sig: Pool.free() -> int
tip: How many freed slots are waiting to be reused.
order: 2
ns: Pool
member: free
---
Returns how many freed entity slots are on the freelist, waiting to be reused by the next <code>spawn</code>. This is the pool depth — despawning bullets/enemies raises it, and the next wave draws them back down with no allocation.