输出 Schema 固定(禁止自由文本漂移)
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GC thrashing in SSR: Batched chunks (Uint8Array[]) amortize async overhead. Sync pipelines via Stream.pullSync() eliminate promise allocation entirely for CPU-bound workloads.
The tree is rebuilt every frame. For scenes of this scale, quadtree construction is fast enough to rebuild from scratch each frame, though larger simulations may benefit from incremental updates. Each particle queries its neighborhood for potential collisions, typically checking only 5 to 15 candidates instead of all 40. Red highlights indicate colliding pairs.