<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>弹幕 on PlumePHP</title><link>https://plumephp.com/tags/%E5%BC%B9%E5%B9%95/</link><description>Recent content in 弹幕 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Mon, 08 Jun 2026 20:16:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E5%BC%B9%E5%B9%95/index.xml" rel="self" type="application/rss+xml"/><item><title>Phaser 弹幕对象池：高密度子弹不是简单多 new 几个 Sprite</title><link>https://plumephp.com/phaser-object-pool-bullet-hell-2026/</link><pubDate>Mon, 08 Jun 2026 20:16:00 +0800</pubDate><guid>https://plumephp.com/phaser-object-pool-bullet-hell-2026/</guid><description>&lt;h2 id="弹幕系统的敌人是峰值"&gt;弹幕系统的敌人是峰值&lt;/h2&gt;
&lt;p&gt;弹幕游戏最容易在演示时显得很酷，也最容易在上线后暴露性能问题。开发机上 300 发子弹很顺，低端手机上 Boss 一开全屏技能就卡。更隐蔽的是平均帧率不低，但每隔几秒会因为 GC 或碰撞峰值卡一下。玩家躲弹幕时，任何一次卡顿都可能变成误伤。&lt;/p&gt;</description></item></channel></rss>