I wanted to ask some questions regarding the benefits of instance pools!
A lot of times and in a lot of engines one of the best approaches to use is to create a pool for storing unused instances and instead of creating a new instance you retrieve them from the pool!
In game maker this can be done by deactivating instances and storing them and activating them upon request.
What are the benefits of doing so in GMS2, is it viable?! Is it better to create/destroy instances or activate/deactivate instance?! I ask this because the documentation says that de/activating instances is a process that impacts with performance.
Another question would be: are there any other ways of implementing this other then deactivating/activating instances?! Some ideias?!
Thank you for your time and attention
A lot of times and in a lot of engines one of the best approaches to use is to create a pool for storing unused instances and instead of creating a new instance you retrieve them from the pool!
In game maker this can be done by deactivating instances and storing them and activating them upon request.
What are the benefits of doing so in GMS2, is it viable?! Is it better to create/destroy instances or activate/deactivate instance?! I ask this because the documentation says that de/activating instances is a process that impacts with performance.
Another question would be: are there any other ways of implementing this other then deactivating/activating instances?! Some ideias?!
Thank you for your time and attention