Pooling #5

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opened 2024-06-17 12:51:18 +02:00 by baz · 3 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 - [x] 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.
Author
Owner

Implemented, pooling of projectiles with data asset loading.

Need to do data asset loading for our other pooled objects.

Implemented, pooling of projectiles with data asset loading. Need to do data asset loading for our other pooled objects.
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Reference: baz/vampires#5
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