local object = display.newCircle( 128, 128, 64 )
local object2 = display.newCircle( 32, 128, 64 )
…
–Too many objects later…
object:removeSelf()
object = nil
object2:removeSelf()
object2 = nil
object…
How does perform code removing too many objects?
 
      
    local object = display.newCircle( 128, 128, 64 )
local object2 = display.newCircle( 32, 128, 64 )
…
–Too many objects later…
object:removeSelf()
object = nil
object2:removeSelf()
object2 = nil
object…
How does perform code removing too many objects?
Not really. Certainly, it will be a lot better for performance than just keeping the objects around doing nothing, set to invisible or off-screen. But if you can re-use objects using pooling to prevent too many create/destroy events that’s even better.
Not really. Certainly, it will be a lot better for performance than just keeping the objects around doing nothing, set to invisible or off-screen. But if you can re-use objects using pooling to prevent too many create/destroy events that’s even better.