This tutorial builds upon earlier with a dedicated class for re-usability and integration with the Game Object Factory.
Tommy Leung from Ourcade continues his excellent object pool tutorial series: "Speed is an important performance metric for games. If players have to react in realtime then the framerate is a big deal.
One common cause of framerate problems is memory allocation inside update loops.
A solution to this is to use Object Pools.
We looked at basic Object Pools in the previous article. Be sure to check that out if you are unfamiliar with using a Phaser Group as an Object Pool.
In this article, we will expand upon the basic example with an Object Pool class."
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