#Pooling for rapidly spawning/despawning entities?

1 messages · Page 1 of 1 (latest)

plush ember
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I am wondering if pooling is now a valid strategy due to the existence of IEnableableComponent. Before enabling components was possible you'd have to use an external list or a tag component to mark something as pooled entity.
I have found some sources online, but they all seem to predate the newest Entities version.

The reason for wanting to have pooled entities is the implementation of a minigun that would shoot dozens of bullets per second which I want to be an entity each. I'd really like to avoid the structural changes each time a bullet is spawned, for multiple guns at a time.

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Pooling for rapidly spawning/despawning entities?

tacit inlet
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pooling makes no sense in unity ECS

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entities exist in chunks

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which are usually already allocated by the time you try to create them