<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>掉落物 on PlumePHP</title><link>https://plumephp.com/tags/%E6%8E%89%E8%90%BD%E7%89%A9/</link><description>Recent content in 掉落物 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Wed, 11 Feb 2026 10:54:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E6%8E%89%E8%90%BD%E7%89%A9/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot Gameplay 对象池：子弹、掉落物和浮字的复用边界</title><link>https://plumephp.com/godot-gameplay-object-pooling-2026/</link><pubDate>Wed, 11 Feb 2026 10:54:00 +0800</pubDate><guid>https://plumephp.com/godot-gameplay-object-pooling-2026/</guid><description>&lt;h2 id="对象池不只给特效用"&gt;对象池不只给特效用&lt;/h2&gt;
&lt;p&gt;战斗游戏里，除了粒子特效，还有很多高频 gameplay 对象：子弹、投射物、伤害数字、掉落物、临时碰撞框、提示标签、路径标记。它们频繁创建和销毁，如果每次都实例化场景、进入树、跑 &lt;code&gt;_ready()&lt;/code&gt;，会在激烈战斗时制造卡顿。对象池能减少这类波动。&lt;/p&gt;</description></item></channel></rss>