This reminds me of a side-scroller video game I wrote from scratch once... The content exists before and after what is happening right now, and do the monsters get respawn when the fall off the screen, or do they simply get moved and reused.
In combination with that, there is the idea of threading independent processes, which goes quite above amd beyond a side-scroller, as the while life cycle of a process needs to be born and die within a reasonable time and properly interact with the core engine without causing locks on what matters most. I can't say I understand the components well enough to speak on behalf of helping the approach, but I can say I've done work to tune things like this and it takes a lot of concentration and effort. So, thanks for the explanation and the ambition, Vesa. It's awesome.
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