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>
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| id | title | order |
|---|---|---|
| pool | Pool | 35 |
Entity-pool statistics. Ludic's ECS is already pool-based: the allocator recycles freed entity slots through a freelist (a despawned slot is reused by the next spawn 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. Pool.live / Pool.free / Pool.reserved / Pool.capacity read those counters so a bullet-hell or horde game can watch reuse and budget against the cap.