Hi again,
So, i was wondering about pooling and performance etc.
I understand pooling as a concept, and have set up pools for lasers, enemies and hit markers etc, you know, all this little things that are typically rapidly created/destroyed.
But what about other stuff? Like, scenic objects that in the scene?
For example...
In my simple spaceship sideways scroller arcade shooter i have a fairly large playing area, with various things spread around:
A mothership very high up in space following a path.
Some asteroids whizzing around.
At ground level i have some comets whizzing along, just above the ground, with particles etc.
And all the rocks, low poly meshes that make up the landscape.
Basically, everything that makes up the level/scene.
When I'm play testing the game in the editor, in the scene window i can see that everything is being processed; mothership moving, comets whizzing, asteroids floating etc etc, but in the game window i might just have my little fighter ship slowly floating in empty space, with a nice star filled background.
To maximize performance, should i pool all the other stuff and only have it come 'alive' when the little fighter ship is nearby?
Like, in the game, are processor resources being wasted calculating things that that aren't on the screen?
Does this make sense?