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by teamonkey 444 days 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).
2 comments

To 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.

Standard 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.