Agent skill

dev-patterns-object-pooling

Object pooling for high-performance R3F components (decals, particles, projectiles)

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Forks 31

Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/dev-patterns-object-pooling

SKILL.md

Object Pooling Pattern

"Pre-allocate, reuse, recycle – eliminate runtime GC pauses."

When to Use This Skill

Use when:

  • Creating/destroying objects every frame (bullets, particles, decals)
  • Targeting 60 FPS with many transient objects
  • Seeing GC pauses in Chrome DevTools Performance tab
  • Objects have identical initialization (can be pre-created)
  • Maximum simultaneous objects is bounded (~500 or less)

Quick Start

tsx
// Basic object pool pattern
const POOL_SIZE = 500;
const MAX_ACTIVE = 200;

interface PoolSlot<T> {
  obj: T;
  active: boolean;
  lastUsed: number;
}

function useObjectPool<T>(
  create: () => T,
  activate: (obj: T) => void,
  deactivate: (obj: T) => void
) {
  const poolRef = useRef<PoolSlot<T>[]>([]);

  // Initialize pool on mount
  useEffect(() => {
    poolRef.current = Array.from({ length: POOL_SIZE }, () => ({
      obj: create(),
      active: false,
      lastUsed: 0,
    }));
    return () => {
      // Cleanup
      poolRef.current.forEach(slot => {
        if (slot.obj?.dispose) slot.obj.dispose();
      });
    };
  }, []);

  const acquire = useCallback(() => {
    const pool = poolRef.current;
    // Find inactive slot
    let slot = pool.find(s => !s.active);
    // If pool full, recycle LRU
    if (!slot) {
      slot = pool.reduce((oldest, s) =>
        s.lastUsed < oldest.lastUsed ? s : oldest
      );
      deactivate(slot.obj);
    }
    slot.active = true;
    slot.lastUsed = performance.now();
    activate(slot.obj);
    return slot.obj;
  }, [activate]);

  const release = useCallback((obj: T) => {
    const slot = poolRef.current.find(s => s.obj === obj);
    if (slot) slot.active = false;
  }, []);

  return { acquire, release };
}

Decision Framework

Scenario Use Pool? Reason
Bullets (max ~100 active) Yes High create/destroy rate
Decals (max ~200 visible) Yes Geometry allocation costly
Particles (max ~500) Yes Per-frame creation
UI overlays (dynamic count) No Unpredictable count
Player characters (1-32) No Low churn, complex init
Static props No Never destroyed

LRU Eviction Pattern

When the pool is full, evict the Least Recently Used item:

tsx
// LRU recycling
let slot = pool.find(s => !s.active);
if (!slot) {
  // Pool exhausted - recycle oldest decal
  slot = pool.reduce((oldest, s) =>
    s.lastUsed < oldest.lastUsed ? s : oldest
  );
  // Fade out before recycling
  fadeOutDecal(slot.obj);
}

Why LRU?

  • Predictable: older content fades first (less noticeable)
  • Fair: no single hot-spot gets preferential treatment
  • Simple: O(n) scan is fine for pools < 1000

GC-Avoidance: Temp Vector Reuse

tsx
// BAD: Creates new objects every frame
useFrame(() => {
  const position = new Vector3();
  const quaternion = new Quaternion();
  // ... do work
});

// GOOD: Reuse temp objects
const _tempVec = useRef(new Vector3()).current;
const _tempQuat = useRef(new Quaternion()).current;

useFrame(() => {
  _tempVec.set(0, 0, 0);  // Reset, don't reallocate
  _tempQuat.identity();
  // ... do work
});

Pool Size Guidelines

Object Type Suggested Pool Size Max Active Rationale
Bullets 200 100 Fast fire rate ~10/sec
Particles 1000 500 Explosions spawn many at once
Decals 500 200 Persist 60s, but limited visibility
Audio sources 32 16 WebAudio limit

Rule of thumb: poolSize = maxActive * 2 to maxActive * 3

Implementation Checklist

  • Pre-create all objects on mount (useEffect)
  • Use active flag to track in-use slots
  • Use lastUsed timestamp for LRU eviction
  • Properly dispose geometries/materials in cleanup
  • Reuse temp vectors with useRef or class fields
  • Initialize materials per-slot (not shared) when needed
  • Consider frustumCulled={false} for small objects

Common Pitfalls

Pitfall Symptom Fix
Sharing material across slots All decals same color Create unique material per slot
Forgetting to reset state Stale data on reuse Reset all props in activate()
Pool too small Visible popping Increase pool or maxActive
No disposal in useEffect Memory leak Add cleanup function
Using new in useFrame GC stutter Use temp refs

Reference Implementation

See: src/components/game/effects/PaintDecalManager.tsx

Key sections:

  • Pool initialization: lines 68-118
  • Acquire/activate: lines 120-141
  • LRU recycling: lines 142-153
  • Release/deactivate: lines 155-162
  • Temp vector reuse: lines 35-37

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