Not much, but I’m quite proud it works well.
In the begining I implemented a simple Factory that had to know what exactly it’s doing (a.k.a. methods like “CreateThisObjectPrecisely()”).
After some tweaking I finally managed to implement the proper library – a bit generic and reliant on an “IProduct” interface. The downside is that (at least for the moment) it uses only enpty constructors for the data classes, but that may change later.
A very persistent idea of mine is to fonally create a truly generic factory that dows not care at all what it’s producing, but the real deal will delve completely into reflection and I am not ready for that yet.
All in all – I am quite happy with the result so far.
Oh, one other thing – it’s a static factory that works with a singleton PoolManager, so garbage collection is taken care of, as much as possible. So far I Pooling is may be the most important game design pattern I have come across.