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Tymoteusz Dzienniak edited this page Dec 2, 2016 · 5 revisions

Both entities and components are pooled. Using pooling puts less strain on garbage collector, which means that game runs smoother, with less unpredictable short pauses in the middle of a frame.

There are separate pools for each entity type and component type. You can check if entity comes from pool by calling its isRecycled method.