Have anyone implemented a memory pool for Urho3D? What would be the best way to approach this?
Although I haven’t used them, Urho has Allocator class which might be used for that.
In one project where I had many projectiles firing, I made a simple Vector pool, that gave a notable performance improvement.
Ah cool I didn’t know about that. Can it be used to create a pool for Urho3D’s smart pointers and containers?
Yes, heXon’s SpawnMaster does object pooling too. Basically using a single template function.