Model game entities as a plain immutable List(Entity) in pe, not an ECS
Context
Needed a representation for game entities/state in the physics engine (pe). ECS (entity-component-system) is the standard pattern in mutable-OOP engines, optimizing for cache-friendly bulk iteration.
Options considered
Decision
Entity is a plain Gleam record (position, velocity, radius); pe.Model holds entities: List(Entity).
Verification
N/A at decision time (a design choice, not something to test in isolation) -- validated indirectly by every physics module built on top of it working and testing cleanly.
Consequences
Revisit only if entity *type* diversity (many different component combinations), not just entity count, becomes a real pain point -- count is already cs's problem to solve, not pe's.