Tommy Leung from Ourcade presents this invaluable tutorial: "Speed is often an important performance metric in a game. If players have to react in realtime then framerate is a big deal.

One common reason for framerate problems is memory allocation inside update loops.

Memory allocation happens when creating new instances.

You generally want to avoid doing that as much as you can but making things appear in response to player interaction is unavoidable.

The solution is to use Object Pools.

In this article, we will take a look at using Object Pools in Phaser 3."

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