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Title: Object Pool · Optimization Patterns · Game Programming Patterns

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Domain: gameprogrammingpatterns.com

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Previous Chapterhttps://gameprogrammingpatterns.com/dirty-flag.html
About The Bookhttps://gameprogrammingpatterns.com/
Contentshttps://gameprogrammingpatterns.com/contents.html
Next Chapterhttps://gameprogrammingpatterns.com/spatial-partition.html
Game Programming Patternshttps://gameprogrammingpatterns.com/
Optimization Patternshttps://gameprogrammingpatterns.com/optimization-patterns.html
Intenthttps://gameprogrammingpatterns.com/object-pool.html#intent
Motivationhttps://gameprogrammingpatterns.com/object-pool.html#motivation
The curse of fragmentationhttps://gameprogrammingpatterns.com/object-pool.html#the-curse-of-fragmentation
The best of both worldshttps://gameprogrammingpatterns.com/object-pool.html#the-best-of-both-worlds
The Patternhttps://gameprogrammingpatterns.com/object-pool.html#the-pattern
When to Use Ithttps://gameprogrammingpatterns.com/object-pool.html#when-to-use-it
Keep in Mindhttps://gameprogrammingpatterns.com/object-pool.html#keep-in-mind
The pool may waste memory on unneeded objectshttps://gameprogrammingpatterns.com/object-pool.html#the-pool-may-waste-memory-on-unneeded-objects
Only a fixed number of objects can be active at any one timehttps://gameprogrammingpatterns.com/object-pool.html#only-a-fixed-number-of-objects-can-be-active-at-any-one-time
Memory size for each object is fixedhttps://gameprogrammingpatterns.com/object-pool.html#memory-size-for-each-object-is-fixed
Reused objects aren’t automatically clearedhttps://gameprogrammingpatterns.com/object-pool.html#reused-objects-aren't-automatically-cleared
Unused objects will remain in memoryhttps://gameprogrammingpatterns.com/object-pool.html#unused-objects-will-remain-in-memory
Sample Codehttps://gameprogrammingpatterns.com/object-pool.html#sample-code
Update Methodhttps://gameprogrammingpatterns.com/update-method.html
A free listhttps://gameprogrammingpatterns.com/object-pool.html#a-free-list
free listhttp://en.wikipedia.org/wiki/Free_list
Design Decisionshttps://gameprogrammingpatterns.com/object-pool.html#design-decisions
Are objects coupled to the pool?https://gameprogrammingpatterns.com/object-pool.html#are-objects-coupled-to-the-pool
What is responsible for initializing the reused objects?https://gameprogrammingpatterns.com/object-pool.html#what-is-responsible-for-initializing-the-reused-objects
See Alsohttps://gameprogrammingpatterns.com/object-pool.html#see-also
Flyweighthttps://gameprogrammingpatterns.com/flyweight.html
Data Localityhttps://gameprogrammingpatterns.com/data-locality.html
Previous Chapterhttps://gameprogrammingpatterns.com/dirty-flag.html
About The Bookhttps://gameprogrammingpatterns.com/
Contentshttps://gameprogrammingpatterns.com/contents.html
Next Chapterhttps://gameprogrammingpatterns.com/spatial-partition.html

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