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>
550 B
550 B
id: pool-reserved name: Pool.reserved category: pool kind: namespace-method tokens: Pool.reserved sig: Pool.reserved() -> int tip: High-water: how many slots have ever been allocated. order: 3 ns: Pool member: reserved
Returns the high-water mark — how many entity slots have ever been allocated. It only grows when a spawn finds the freelist empty; a spawn that reuses a freed slot leaves it unchanged, so a steady-state spawn/despawn loop keeps reserved flat (the proof that slots are pooled, not reallocated).