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Systems

Patterns

Reusable runtime patterns for many short-lived objects.

Interactive visual
01 · core

Object Pooling

create everything up front, then recycle instead of allocate

Pre-allocate bullets, effects and enemies once, then hand out and return them. No allocation or GC spikes mid-fight, and a hard cap on live objects.

Interactive visual
02 · core

Particle System

thousands of short-lived points, one draw call

An emitter spawns particles at a rate, each lives for a set time under simple forces, and all of them render in a single instanced draw call.