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@@ -32,13 +32,13 @@ QuickZone uses point-based detection. It checks if a specific point (e.g., the c
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-**Budgeted Scheduler**: Set a hard frame budget (e.g., 1ms) to completely eliminate lag spikes. Workloads are smeared across frames to maintain a flat, predictable performance profile.
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-**Shape Support**: Built-in for Blocks, Balls, Cylinders, Wedges and CornerWedges without relying on physics collision meshes..
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-**Shape Support**: Built-in for Blocks, Balls, Cylinders, Wedges and CornerWedges without relying on physics collision meshes.
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-**Declarative Lifecycles**: Replace event-based logic with the observe pattern for declarative logic. There is no need to manually track `onEnter` and `onExit` states.
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-**Decoupled Architecture**: Separate where tracking happens (Zones) from who is being tracked (Groups) and how the system responds (Observers). Bind complex behaviors to groups of entities with zero boilerplate.
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-**ECS-Ready**: Built-in support for zero-allocation iterators and deterministic manual stepping, making it a perfect fit for ECS architectures and data-oriented workflows
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-**ECS-Ready**: Built-in support for zero-allocation iterators and deterministic manual stepping, making it a perfect fit for ECS architectures and data-oriented workflows.
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-**Zero-Allocation Runtime**: By utilizing contiguous arrays and object pooling, QuickZone produces virtually zero GC pressure to avoid memory-related stutters.
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