this post was submitted on 05 Mar 2024
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Game Development
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It's an rpg/soulslike, so I wouldn't likely be spawning randomly all the time. But I do like the idea of spawning in a small radius outside the player view, and the pool idea is good. That could really help with keeping resources down. Only issue I could see with that is distinguishing which pool actors to choose the activate again. I'll have to think about that a little bit since enemies will be different.
It doesn't directly answer you but what you're thinking about is the sort of thing addressed by a book I'm a big fan of, Data Oriented Design. It's addressed briefly in the online version here https://dataorienteddesign.com/dodbook/node6.html#SECTION00620000000000000000