What is the design pattern used for reusing basketball assets in the mini-game?

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The Object Pool design pattern is particularly well-suited for situations where you have numerous instances of an asset that are frequently created and destroyed, such as basketballs in a mini-game. This pattern helps to manage memory efficiently and improve performance by maintaining a set of initialized objects that can be reused instead of continually creating new instances and releasing old ones.

With an Object Pool, when a basketball is needed, it can be retrieved from the pool instead of being instantiated anew, which saves on resources and minimizes lag or stutter in gameplay. When the game no longer requires the basketball, instead of destroying it, the basketball can be returned to the pool for future use. This optimizes performance, especially in scenarios where asset instantiation could be a bottleneck.

In contrast, other design patterns mentioned serve different purposes. The Singleton pattern is used to ensure that a class has only one instance and provides a global point of access to it, the Factory Method involves creating objects through a common interface rather than explicitly specifying the class of the object that will be created, and the Prototype pattern is used to create new objects by copying an existing object, which may not be as efficient or relevant for handling multiple instances of a frequently used asset like a basketball. Thus, the Object Pool

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