This allows modders to simulate "what-if" scenarios (damage prediction, UI previews, network rollback) without cluttering the live game state. It’s like Git for game variables. Most scripting languages pause the world to clean up memory. Peroxide uses reactive reference counting with a twist: objects self-destruct when their last stable reference disappears. The Bleach Operator creates ephemeral references that vanish automatically after the current frame.

No locks. No deadlocks. Just data flowing one way. Because of the Bleach Operator, every script runs in a sandboxed revision . You can change a function, recompile the script, and the running game will automatically migrate live variables to the new version—as long as they’re stable. Peroxide Script

// To commit the bleach back: enemy_health <-! preview // Stabilizes the change This allows modders to simulate "what-if" scenarios (damage

let enemy_health = 100 let preview = !> enemy_health - 20 // Creates a bleached copy print(enemy_health) // 100 (unchanged) print(preview) // 80 Peroxide uses reactive reference counting with a twist:

But what makes it "peroxide"? The name hints at its core mechanism: . Let’s break it down. 1. The Bleach Operator: !> The headline feature of Peroxide is the Bleach Operator ( !> ). In traditional scripting, if you modify an object, all references see that change. In Peroxide, mutation is opt-in and temporary .

channel "UI_Events" -> (event_type: string, payload: any) spawn fn update_health_bar() { loop { match recv("UI_Events", timeout=0) { ("damage_taken", val) => animate_red_flash(val) _ => skip } } }

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