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."

Read More