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