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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| .. | ||
| backend | ||
| frontend | ||
| golden | ||
| support | ||
| tests | ||
| ludicc.seed.ll | ||
| main.ludic | ||