According to When and why is a Pool class needed to hold objects?, pools are used when the number of "instances" of an object fluctuates. However, StarWarrior (the Artemis example) uses a pool for the player (of which there is always only one) and no pool for the enemies (which fluctuate and which more exist).
So what is the deal with pools?
Specifically:
- What are pools?
- Why are pools?
- Where are pools?
- What is the difference between
AddComponentFromPoolandAddComponent(from
Artemis)? - What is the difference between extending
IComponentandComponentPoolable(from Artemis)?