Allowing the garbage collector to run/collect memory causes a big performance hit. We should ensure that after a level is loaded, memory pools are used.
I'm leaning toward having a per type pool of object. It'll be a bunch of boilerplate code on each type, but it should be quick.
Allowing the garbage collector to run/collect memory causes a big performance hit. We should ensure that after a level is loaded, memory pools are used.
I'm leaning toward having a per type pool of object. It'll be a bunch of boilerplate code on each type, but it should be quick.