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Game Development Patterns and Best Practices

You're reading from   Game Development Patterns and Best Practices Better games, less hassle

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781787127838
Length 394 pages
Edition 1st Edition
Languages
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Authors (2):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
 Casanova Casanova
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Casanova
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Table of Contents (19) Chapters Close

Title Page
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Customer Feedback
Preface
1. Introduction to Design Patterns FREE CHAPTER 2. One Instance to Rule Them All - Singletons 3. Creating Flexibility with the Component Object Model 4. Artificial Intelligence Using the State Pattern 5. Decoupling Code via the Factory Method Pattern 6. Creating Objects with the Prototype Pattern 7. Improving Performance with Object Pools 8. Controlling the UI via the Command Pattern 9. Decoupling Gameplay via the Observer Pattern 10. Sharing Objects with the Flyweight Pattern 11. Understanding Graphics and Animation 12. Best Practices

Chapter 7. Improving Performance with Object Pools

In programming languages, one of the most time-consuming things for the computer to do is deal with memory allocation. It's fairly inefficient and, depending on the resources being used, could slow down your game drastically.

A common element found in shooter games, or any game with explosions or bullets, is to create and destroy many objects in quick succession. Take, for example, the Touhou Project series of games, where there are many bullets being fired by both the player and enemies. When done in the simplest manner, calling new when you want to create a bullet and delete when you want to remove it will cause our game to lag or freeze over time.

To prevent this from happening, we can make use of the Object Pool pattern.

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