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Tommy Leung from Ourcade concludes his pools tutorial series by covering how to pool Matter physics bodies: "Maintaining a good framerate is important for games where players are expected to react in realtime.

Creating new objects and allocating memory inside update loops is a common cause of framerate drops.

The severity depends on how complex the object is to create and how many times it is created in a single frame.

In this article, we will look at using Object Pools for Phaser 3 GameObjects with Matterjs physics enabled because your complex objects are likely also using physics.

We will be building on the example from Game Optimization with Object Pools in Phaser 3."

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