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Media 0 for listing Object Pool Manager

Description

Documentation Link: https://spiffy-wire-8c8.notion.site/1-Object-Pool-Manager-11c17310d38480c79013c63a88e6e25e?pvs=4

Example Project: https://drive.google.com/file/d/15bhAsQ3hiNxT3rfOHxkEHY7sBEHWI2zB/view?usp=sharing

Exe Demo: https://drive.google.com/file/d/1GLqSEOes-7l-On6vPxbPm2VixK0d7mPN/view?usp=sharing

Discord Support: Discord QQ群: 785689421

If the plugin works well for you then please be sure to leave a review letting us know what you liked about it.

en:

What is the use of object pools in game design? Why use object pools?

  • Object pools help reuse frequently occurring objects instead of creating and destroying them every time.

  • Creating and destroying objects, such as projectiles or explosions, can be slow and, if done frequently, can cause problems such as slowdowns or lags in the game.

  • Object pool managers mitigate these problems by maintaining object pools. Instead of creating and destroying objects all the time, the pool manager keeps these objects for reuse. This strategy improves the smoothness of the game.

This plugin implements a fully usable object pool system that supports AnyObject/Actor/UserWidget and is very simple to use. It is extremely fast, carefully implemented to minimize overhead, and uses interfaces to manage object generation and destruction events, and can be used out of the box for existing projects.

ch:

对象池在游戏设计中有什么用?为什么要使用对象池?

  • 对象池有助于重复使用经常出现的对象,而不是每次都创建和销毁它们。

  • 创建和销毁对象(如射弹或爆炸)可能会很慢,并且如果频繁执行,会导致游戏变慢或延迟等问题。

  • 对象池管理器通过维护对象池来缓解这些问题。池管理器不会一直创建和销毁对象,而是保留这些对象以供重复使用。这种策略提高了游戏的流畅度。

此插件实现了一个完全可用的对象池系统,支持 任意Object/Actor/UserWidget,使用起来非常简单。它速度极快,精心实现,尽可能减少开销,并使用接口来管理对象的生成与销毁事件,对现有项目也开箱即用。

Included formats

  • logo of Unreal Engine format