2 ms·
Pooling is pretty standard practice though, it would be the go-to solution for any experienced gameplay programmer when dealing with more than a dozen entities
by teamonkey 2y ago
Pooling is pretty standard practice though, it would be the go-to solution for any experienced gameplay programmer when dealing with more than a dozen entities (though annoyingly there isn’t a standardised way of doing it in Blueprint).
- dijit 2y agoTo be completely fair though, blueprints themselves are oft-maligned for performance. They're fantastic for prototyping, but once you have designed some kind of hot-path most people typically start converting blueprints to code as an optimisation. In such a scenario adding pooling becomes a trivial part of such an effort.
- cma 2y agoStandard practice, but it bit Epic by surprise. You wouldn't think it would be needed at such small numbers. You wouldn't automatically think it would be needed on 3+ghz machines.