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Object pooling allows for reuse of objects, keeping free objects in a centralised pool of objects. Instead of creating a new instance of the object and requesting memory for it, instead the existing object is overwritten in place and used instead.


Object pooling is intended to reduce/avoid stuttering caused by garbage collection between frames. This can be a problem if there are many object being created and destroyed per frame, object pooling addresses this by using global static memory that allows objects to be created once and reused, rather than created, destroyed, and then created.


Object pooling can have some drawbacks:

  • If the initialised object pool is large the game will use a big chunk of memory, this could be inefficient.
  • Object pooling can come with a performance (CPU) hit, as new object creation requires more logic.


JamJar is designed to allow the optional use of object pools, they can be disabled and enabled easily - by choosing to initialise the pools or not. If an object pool is not initialised then object pooling is skipped and normal instance creation is used.

With the design of the JamJar pooling architecture if some logic forgets to free the object back into the object pool this is not likely to cause a memory leak, the object will simply be garbage collected as normal. Since this fallback uses normal garbage collection it is still recommended to free poolable objects when finished with them.

Best Practices

When designing systems/game logic to support object pooling make sure any objects that are no longer used are freed up and released into the object pool. This freeing of objects back into the pool is essential to allow object pooling to work without using up the entire object pool wastefully.

When using pooled data inside a Component the pooled data can easily be released upon component removal/entity destruction by implementing and overriding the Free method to ensure all pooled data is freed. For example in the Transform component there are three poolable Vector data points (position, previous, and scale) which are freed up:

public Free(): void {

When requesting new objects it is good practice to use the pool method to provision them rather than directly using the constructor - as this allows object pooling to be enabled or disabled by deciding to initialise the object pool or not, rather than having to manually switch between the two methods of initialising the objects. See the examples below for a more indepth explanation of creating objects using pooling vs using a constructor.


Pooling is slightly abstract, and it mostly handled behind the scenes by the engine, so the interface for using object pooling in your game is quite simple.


Instead of using the constructor for creating a Vector instead use the Vector.New static method:

const unpooled = new Vector(5, 3);

const pooled = Vector.New(5, 3);

Using Vector.New is preferred in all instances, as this will work even if object pooling is disabled - this means that object pooling can be enabled or disabled in a single place by removing/adding pool initialization calls.

To initialize the Vector object pool, use Vector.Init:


This initializes the Vector object pool with 500 blank objects, with the maximum pool size set to 500.

To free a Vector after it has been used, use Vector.Free:

// Create
const position = Vector.New(2, 1);

// Use the vector in some way
position.x += 5;

// Free


Renderable objects are lower level objects that support pooling, they follow the same static methods as the Vector with New, Free, and Init all available.