Earlier quoted context omitted.
It's very cool up until everything starts going a bit see through - although it does still look good even then. Funny when I read the word "glitching" I assumed it would be a framerate hitch, which might be cause by GC, but I did a quick timeline grab and it seems OK for desktop. Collects about 12MB every 10-12 seconds. That might have more of an impact on mobile of course, especially Android. I'm having that kind of…
From what I've experienced and read about, it seems the best approach is not to create/destroy objects at run time since it can be an expensive operation and cause frame rate issues. It's better to hide them and build as many as you can when the app is started up.
Re: Show HN: A simple infinite world in WebGL
#61Yes, object pools are a good solution for elements like bullets in bullet hell games and similar applications.