![]() ![]() This is very simple to do, and therefore very fast. The stack gives us an easy way to keep track of the id of all of our deactivated instances, and when we need to activate one, we just pop it off the top of the stack. ![]() This is what’s known as Last In, First Out, or LIFO data access. If someone orders a pancake, you take the top one off of the stack, and give it to them. The stack gets bigger as you add more pancakes to it. Stacks are elementary data structures in computer science. The most efficient way to create and manage our pool is with a stack. Then, when a new instance is needed, we first check the pool to see if an already-created but inactive instance exists, and if so, we remove it from the pool, activate it, and re-use it. We add the id of all deactivated instances to our Pool. This is done by deactivating the instance rather than destroying it. The way we achieve this goal is by re-using already-existing instances of the object. Instance Pooling is particularly beneficial when the object in the pool is somewhat “heavy” - that is when the Create or Destroy events cause a lot of processing to happen. A good candidate for objects to use Instance Pooling with would be bullets, bonuses, and enemies. The goal is to minimize the amount of times we create new instances of some object in large numbers during the game. The basic concept of the Instance Pool pattern is simple. This makes it easy to modify the project for your own use, and get rid of the telemetry code entirely if you don’t need to quantify runtime performance, and only want the code that actually implements the Instance Pool pattern. ![]() In the GMS1.4 version of the project, all of the telemetry code is neatly separated from the demo code into its own Execute Code action. I have included telemetry code, which tracks the FPS of the game while it runs, so that performance is quantifiable. Looking at the project code, you will see that I have used inheritance to make the Control and Instance Pool test implementations as close to identical as possible. The GMS2 demo is an import of the 1.4 demo, cleaned up to remove the Compatibility scripts. Why destroy the instances that need to be destroyed when instead you can re-use them, and avoid having to call the Create event on a New instance every time you need one? The Code Creating instances and destroying others constantly seems wasteful. If your program is spawning and destroying objects very frequently, calling the Create and Destroy Events many times per step, it’s potentially a lot of extra processing. Instance pooling is a design pattern which can potentially help performance in games where you are creating and destroying a lot of instances. Why arguing about Link’s gender is dumb, and why it’s important.“Null Room” hidden in Superman (Atari, 1979).video games, programming, the internet, and stuff I've put debug messages into the collision event, and nothing. When my player character runs over the obj_door on the map, nothing happens. ![]() I don't think the issue is with my code (it obviously works - it's identical to the tutorial) so the problem is something else. I've followed this example exactly, and have some weird issues. I just tried to make a door to move to a new room. I'm making an RPG in Game Maker Studio Pro, and I have a guy that can run around a demo room, and movement and collisions are all groovy. ![]()
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