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."
The first book on the creation of HTML5 cross platform games using Phaser 3 and other free software.
- By Emanuele Feronato
- 155 Pages
- 28 Source Code Examples
- Build a complete game from start to finish
- Cross Platform
- Scaling for devices