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Haxe Game Development Essentials

You're reading from   Haxe Game Development Essentials Create games on multiple platforms from a single codebase using Haxe and the HaxeFlixel engine

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289781
Length 188 pages
Edition 1st Edition
Concepts
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Toc

Table of Contents (10) Chapters Close

Preface 1. Getting Started FREE CHAPTER 2. Building a New Game 3. Dealing with Menus and Screen Flow 4. Delving into Animations and Gameplay 5. Adding Sound 6. Working with Configuration Files 7. Deploying to Multiple Platforms 8. What's Next? Index

Object pooling

Before we dive into the project, it's important to discuss object pooling and how it will improve the game. Object pooling is the process of storing object instances in cases where you need several objects of a specific type. Instead of destroying objects in a pool, they are removed temporarily and reset to their starting state so that they can be reused.

Recycling objects like this saves memory because you only need to allocate resources for a fixed number of objects instead of a potentially infinite number of objects. It also prevents the garbage collector from running frequently and wasting processing time.

The general rule of thumb is that if you have a large number of similar objects that will be getting added to and removed from the screen, you should place them in an object pool and recycle them.

In HaxeFlixel, the FlxGroup class contains the functionality for object pooling. Objects that are added to it can be recycled for use later on, so I will refer to the FlxGroup...

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