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Learning GDScript by Developing a Game with Godot 4

You're reading from   Learning GDScript by Developing a Game with Godot 4 A fun introduction to programming in GDScript 2.0 and game development using the Godot Engine

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781804616987
Length 378 pages
Edition 1st Edition
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Author (1):
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Sander Vanhove Sander Vanhove
Author Profile Icon Sander Vanhove
Sander Vanhove
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Table of Contents (22) Chapters Close

Preface 1. Part 1:Learning How to Program
2. Chapter 1: Setting Up the Environment FREE CHAPTER 3. Chapter 2: Getting Familiar with Variables and Control Flow 4. Chapter 3: Grouping Information in Arrays, Loops, and Dictionaries 5. Chapter 4: Bringing Structure with Methods and Classes 6. Chapter 5: How and Why to Keep Your Code Clean 7. Part 2: Making a Game in Godot Engine
8. Chapter 6: Creating a World of Your Own in Godot 9. Chapter 7: Making the Character Move 10. Chapter 8: Splitting and Reusing Scenes 11. Chapter 9: Cameras, Collisions, and Collectibles 12. Chapter 10: Creating Menus, Making Enemies, and Using Autoloads 13. Chapter 11: Playing Together with Multiplayer 14. Part 3: Deepening Our Knowledge
15. Chapter 12: Exporting to Multiple Platforms 16. Chapter 13: OOP Continued and Advanced Topics 17. Chapter 14: Advanced Programming Patterns 18. Chapter 15: Using the File System 19. Chapter 16: What Next? 20. Index 21. Other Books You May Enjoy

Understanding Object Pooling

The second programming pattern we’ll see is Object Pooling. The purpose of this pattern is to keep up the frame rate of our game while still being able to create and destroy many objects or nodes. Let’s take a deeper dive into what we are trying to solve – that is, the problem.

The problem

In some games, we want to be able to spawn and remove objects really quickly. In the little game that we have constructed over the course of the book, for example, we want to be able to spawn and remove projectiles and arrows fast and reliably. With the rates our arrows are being shot at now, this is not a big issue, but it could become one if we increased this rate, especially in multiplayer. Creating new nodes – for example, by using the instantiate() function we saw in Chapter 10 and adding them to the scene tree – is pretty slow. The game needs to load the scene file from disk and then allocate new memory every time we create...

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