I don't think it can be neglected, given that Josh is using it for a 3D engine which uses higher end effects which base heavily on shaders which themself base on the vertex data given in (normals, matrices etc) ... something that will be generated by this "neglected" code ...
Using a pooling system for something that will need only a given amount of objects of the same type but over and over again is a great way to improve its performance.
Matrices / Vectors are no different than particles in this aspect. Given amount of objects which are created and destroyed on a quite high frequency.
Using a pooling system for something that will need only a given amount of objects of the same type but over and over again is a great way to improve its performance.
Matrices / Vectors are no different than particles in this aspect. Given amount of objects which are created and destroyed on a quite high frequency.