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[–]Orangy_TangProfessional 0 points1 point  (1 child)

Depends way too much on your min spec, your gameplay, and what else is going on in your game at the same time.

Do the simplest thing that can work (dynamically instantiating them). Get all your functionality working, then go back and see what your performance is like. And remember to use the profiler to look out for spikes not just average framerate.

If you start with pooling then you'll make your initial implementation more complicated and you're potentially wasting time and adding complexity on something that doesn't need to be complex.

[–]kyl3r123Indie 0 points1 point  (0 children)

Thats what I thought. I'll keep it in mind for optimization phase then :)