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Object pooling

Started by csxpcm Dec 21, 2002 at 12:04 PM 4 replies 350+ views
Original Post
csxpcm
csxpcm
Hello Does anyone know of any good articles or tutorials on object pooling, or more specifically how to implement object pooling to help with efficient collision detection. Any suggestions would be very much appreciated. Thank-you in advance.
csxpcm
csxpcm
hi, anyone at all know anything about object pooling please.
any suggestions would be so much appreciated. My searches on the net mostly prove fruitless.
Dobbs
Dobbs
What exactly do you mean by object pooling? At first I thought you meant something to do with memory allocation, but that has nothing to do with collision detection. Could you clarify your question a bit?
Aldacron
Aldacron
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.
Dobbs
Dobbs
It sounds like you''re looking for information about space partitioning trees, like bsp trees, quadtrees, octrees, kdtrees, etc. They are structures used to group nearby objects for faster collision and visibility testing.

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