This tutorial builds upon earlier with a dedicated class for re-usability and integration with the Game Object Factory.

Posted on 23rd Apr 2021. Follow @phaser_ and get the Phaser World newsletter.

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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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