The game's state is fixed arrays with counts, so the verdict stops being conditional
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@ -267,6 +267,15 @@ the state type. `sand.flan` is already written that way. The frame rollback is t
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piece that needs to touch the state, and the game can supply `snapshot`/`restore` as two
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more callbacks.
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> **Settled by the author, 2026-09-13: fixed arrays with counts.** The first branch below. So the
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> conditional verdict in this section is now unconditional: the state fits in `defvar` globals, the
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> engine takes only `(Fn [] ())` callbacks and never names a state type, generics stays off this
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> game's critical path, and `drop` is not needed for this version. Nothing in the language had to be
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> built for it — fixed arrays, counts and slices all already work. What is left is writing the game.
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>
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> Carry forward the one flag §3 raises: the next version, with several tilesets and several atlases,
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> grows straight into `drop` and into `(Vec T)` where `T` owns a `Vec`.
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**This verdict is conditional, and the condition is one decision.** Both it and the
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globals workaround above hang on the same pivot, so it is worth stating once, flatly:
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*nothing in this game's state needs to be move-only.* Make the inner collections fixed
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