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
436 B
Markdown
14 lines
436 B
Markdown
---
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id: pool-free
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name: Pool.free
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category: pool
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kind: namespace-method
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tokens: Pool.free
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sig: Pool.free() -> int
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tip: How many freed slots are waiting to be reused.
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order: 2
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ns: Pool
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member: free
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---
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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.
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