Tiny, strict object pool for high-frequency acquire/release patterns — PixiJS sprite pools, bullet pools, particle pools, DOM node recyclers, worker job slots. Fixed-size, fail-fast on overflow, double-release detection.
Small, strict, typed event emitter — on() returns an unsubscribe function, once is built-in, AbortSignal is first-class, dispose() is idempotent, wildcard '*' handlers preserved. Mitt-shaped API; ai*js conventions everywhere else.
Tiny 2D quadtree for per-frame rebuild collision broadphase. Insert AABBs, retrieve candidates, clear. Caller does precise hit-testing. Designed for PixiJS games with 500–10,000 active entities.
Thin Web Audio shell over Howler.js — dispose() idempotency, AbortSignal cancellation, first-class equal-power crossfade(), and ai*js conventions. Howler stays as a peerDependency.