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Object pooling
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The resource you indicate can be thought of as a memory pool for temporary objects. It has nothing to do with collision detection or dynamic object management. ''Pooling'' generally refers to memory management. A set amount of memory is allocated and reserved for a certain number of objects, then when a new object is needed (such as a particle or a rocket) the pre-allocated memory is used. This cuts down on having too many allocations/deallocations in critical parts of the game.
If you want something to handle object management, you need to be looking at ways to construct a scene graph.
If you want something to handle object management, you need to be looking at ways to construct a scene graph.
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