I’m implementing my own entity recycling system inside a big old factory singleton, so I’m trying to sort out where the most savings would come from.
does the overhead come mostly from calling the “new Entity()” or from actual world.add and world.remove operations?
as a side note, is there any kind of reference sheet for expensive operations to minimize in as3/flashpunk? My general policy on performance optimization is “don’t worry about it unless it becomes a problem, but try to minimize calls to expensive operations if you can predict them.”