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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
..
language feat(ecs): #80 entity-pool stats (Pool.live/free/reserved/capacity) 2026-09-02 08:23:58 +03:00
site chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
CONTROLLERS.md feat(render): #85 engine sprite-render system + deprecate bare draw_sprite 2026-09-02 07:20:13 +03:00
PACKAGES.md feat(compiler): #75 resolve the auto-spliced engine runtime from LUDIC_HOME 2026-09-02 07:49:10 +03:00
RFC-POSITION-TYPES.md feat(camera): #78 deterministic Camera.zoom (Q16.16 render-time zoom) 2026-09-02 06:55:37 +03:00