Pooling #5

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opened 2024-06-17 12:51:18 +02:00 by baz · 2 comments
Owner

We should be making use of pooling, as the game will have lots of objects being created and destroyed, we could get a performance benefit by spawning all of the resources in at the start of the game rather than creating and destroying objects on the fly.

Things we should think about pooling:

  • Enemies
  • EXP Droplets
  • Projectiles
  • Particle Effects(?)
We should be making use of pooling, as the game will have lots of objects being created and destroyed, we could get a performance benefit by spawning all of the resources in at the start of the game rather than creating and destroying objects on the fly. Things we should think about pooling: - [x] Enemies - [ ] EXP Droplets - [ ] Projectiles - [ ] Particle Effects(?)
baz added this to the Minimum Viable Product Checklist project 2024-06-17 12:51:18 +02:00
Author
Owner

Look into using DataAssets/DataTables with pooling to allow for dynamic object assignment

Look into using DataAssets/DataTables with pooling to allow for dynamic object assignment
Author
Owner

We can DataAsset a bunch of these things, Pickups and Projectiles should be easily modified to use DataAssets for a lot of assets. Need to figure out how I want this to work entirely but this should be easily doable at a basic level.

We can DataAsset a bunch of these things, Pickups and Projectiles should be easily modified to use DataAssets for a lot of assets. Need to figure out how I want this to work entirely but this should be easily doable at a basic level.
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Reference: baz/vampires#5
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