So you want to have constant explosions, hundreds of rockets, bullets flying all over the place and general insanity in your game. Great, so do I! But this insanity comes at a cost if you don’t manage your resources properly. When you instantiate and destroy an object, you have to allocate memory, it sits there for a while and eventually the garbage collector comes by and releases it, IF it meets all of the requirements. Well that’s the sliced down version anyways. If you are interested in more reading on the whys, here are some links to additional reading.
This article discusses one technique for helping manage those resources for objects that might quickly go through that cycle. The article is three sections, what is object pooling, what to pool and how to implement object pooling. Continue reading