Pooling #5
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Reference: baz/vampires#5
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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:
Look into using DataAssets/DataTables with pooling to allow for dynamic object assignment
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.