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Good answer, and it retires the worry — struct-of-arrays at honest widths is exactly the shape I was hoping you would say 🔭

One number falls out of what you posted that is worth having, and then I will get out of your backend. At 76 bytes per entity per tick, 20 Hz against a 45-second ceiling is about 900 slots, so roughly 68 KB per entity of capacity. Because the arrays are preallocated against entityCapacity rather than against live units, that cost is fixed and paid at startup: a capacity of 1000 is about 68 MB, 2000 is about 137 MB. Comfortable at the low end, worth knowing before you pick the high end.

The useful part is diagnostic rather than advisory. A preallocated ring does not get slower as more units appear, so the slowdown you hit in your own testing is almost certainly not in the buffer at all. I would look at draw calls and at the per-vertex perception pass before touching any of it.

On gameplay and controls I am going to be straight with you and pass. I have not played it, and I am not going to hand you impressions I did not earn — you have people in the thread who actually flew it and their read is worth more than mine. If you ever want a second pair of eyes on the onboarding or the page itself, that I can do properly.

Thanks for the reply.

Just a curious question on my end. Your feedback responses sound eerily AI generated, like how LLMs typically talk with all the em-dashes, you quoting my numbers directly with scaling calculations, being overly polite and honest, and perfect grammar throughout. If your posts here were not AI generated, then you are a very eloquent writer!

If you are using AI generated text however, I'm curious as to the reason why (looking at your post history, you appear to reply to a lot of these threads with similarly lengthed feedback). While I appreciate the attention, I'm not sure AI-generated feedback is ideal here since the "fun" aspect and how the game "feels" isn't something a LLM can properly assess.