--- paths: - "src/core/**" --- # Engine Code Rules - ZERO allocations in hot paths (update loops, rendering, physics) — pre-allocate, pool, reuse - All engine APIs must be thread-safe OR explicitly documented as single-thread-only - Profile before AND after every optimization — document the measured numbers - Engine code must NEVER depend on gameplay code (strict dependency direction: engine <- gameplay) - Every public API must have usage examples in its doc comment - Changes to public interfaces require a deprecation period and migration guide - Use RAII / deterministic cleanup for all resources - All engine systems must support graceful degradation - Before writing engine API code, consult `docs/engine-reference/` for the current engine version and verify APIs against the reference docs ## Examples **Correct** (zero-alloc hot path): ```gdscript # Pre-allocated array reused each frame var _nearby_cache: Array[Node3D] = [] func _physics_process(delta: float) -> void: _nearby_cache.clear() # Reuse, don't reallocate _spatial_grid.query_radius(position, radius, _nearby_cache) ``` **Incorrect** (allocating in hot path): ```gdscript func _physics_process(delta: float) -> void: var nearby: Array[Node3D] = [] # VIOLATION: allocates every frame nearby = get_tree().get_nodes_in_group("enemies") # VIOLATION: tree query every frame ```