---
id: wiki-2026-0508-object-pooling-오브젝트-풀링
title: Object Pooling (오브젝트 풀링)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [오브젝트 풀링, Object Pool Pattern]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [pattern, performance, memory, gc, gamedev]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: typescript
  framework: agnostic
---

# Object Pooling (오브젝트 풀링)

## 매 한 줄
> **"매 expensive object 의 reuse 로 GC pressure + allocation cost 의 회피"**. 매 game loop / hot path / high-frequency event handler 의 standard 의 패턴 — 매 2026 의 game engine (Three.js, Bevy, Unity DOTS), DB connection pool, HTTP keep-alive, worker pool 의 universal 의 pattern.

## 매 핵심

### 매 3-component
- **Pool**: 매 object 의 collection (free list).
- **Acquire**: 매 free object 의 dequeue (또는 신규 생성).
- **Release**: 매 object 의 reset + enqueue.

### 매 언제 적용
- 매 allocation rate > 10K/sec.
- 매 object lifetime 의 짧음 (< 1 frame).
- 매 GC pause 의 user-visible (game, real-time).
- 매 expensive constructor (DB connect, file open, GPU buffer alloc).

### 매 응용
1. Game particle system — bullet, explosion, enemy.
2. DB connection pool — `pg-pool`, HikariCP.
3. HTTP agent — `http.Agent({ keepAlive: true })`.
4. Web Worker pool — `piscina`.

## 💻 패턴

### Generic pool (TypeScript)
```typescript
class ObjectPool<T> {
  private free: T[] = [];
  constructor(
    private factory: () => T,
    private reset: (obj: T) => void,
    initialSize = 0
  ) {
    for (let i = 0; i < initialSize; i++) this.free.push(factory());
  }

  acquire(): T {
    return this.free.pop() ?? this.factory();
  }

  release(obj: T): void {
    this.reset(obj);
    this.free.push(obj);
  }
}
```

### Three.js Vector3 pool (game loop)
```typescript
import { Vector3 } from 'three';

const vec3Pool = new ObjectPool<Vector3>(
  () => new Vector3(),
  (v) => v.set(0, 0, 0),
  256
);

function updateBullet(b: Bullet, dt: number) {
  const tmp = vec3Pool.acquire();
  tmp.copy(b.velocity).multiplyScalar(dt);
  b.position.add(tmp);
  vec3Pool.release(tmp);
}
```

### Particle system pool
```typescript
class Particle {
  position = new Vector3();
  velocity = new Vector3();
  life = 0;
  active = false;
}

class ParticleSystem {
  private pool: Particle[];
  private active: Particle[] = [];

  constructor(maxParticles: number) {
    this.pool = Array.from({ length: maxParticles }, () => new Particle());
  }

  spawn(pos: Vector3, vel: Vector3, life: number) {
    const p = this.pool.pop();
    if (!p) return; // pool exhausted
    p.position.copy(pos);
    p.velocity.copy(vel);
    p.life = life;
    p.active = true;
    this.active.push(p);
  }

  update(dt: number) {
    for (let i = this.active.length - 1; i >= 0; i--) {
      const p = this.active[i];
      p.life -= dt;
      if (p.life <= 0) {
        p.active = false;
        this.active.splice(i, 1);
        this.pool.push(p); // return to pool
      } else {
        p.position.addScaledVector(p.velocity, dt);
      }
    }
  }
}
```

### DB connection pool (pg)
```typescript
import { Pool } from 'pg';

const pool = new Pool({
  max: 20,
  idleTimeoutMillis: 30_000,
  connectionTimeoutMillis: 2000,
});

async function query(sql: string, params: unknown[]) {
  const client = await pool.connect();
  try {
    return await client.query(sql, params);
  } finally {
    client.release(); // ← back to pool
  }
}
```

### Worker thread pool (piscina)
```typescript
import Piscina from 'piscina';

const piscina = new Piscina({
  filename: new URL('./worker.js', import.meta.url).href,
  minThreads: 2,
  maxThreads: 8,
});

const result = await piscina.run({ payload: data });
```

### Bounded pool with backpressure
```typescript
class BoundedPool<T> {
  private free: T[] = [];
  private waiters: ((obj: T) => void)[] = [];
  private created = 0;

  constructor(
    private factory: () => T,
    private reset: (obj: T) => void,
    private max: number
  ) {}

  async acquire(): Promise<T> {
    if (this.free.length) return this.free.pop()!;
    if (this.created < this.max) {
      this.created++;
      return this.factory();
    }
    return new Promise((resolve) => this.waiters.push(resolve));
  }

  release(obj: T): void {
    this.reset(obj);
    const w = this.waiters.shift();
    if (w) w(obj);
    else this.free.push(obj);
  }
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| Hot path allocation (game loop) | object pool (generic) |
| DB / network connection | bounded pool with backpressure |
| Heavy CPU task | worker thread pool (piscina) |
| Short-lived simple obj (< 1KB) | 매 V8 의 young-gen GC 의 충분 — pool 의 X |
| Object 의 reset cost > construct cost | pool 의 X |

**기본값**: 매 profile 후 의 적용 — premature pooling 의 X.

## 🔗 Graph
- 부모: [[Garbage Collection]] · [[V8 엔진 힙 아키텍처]]
- 변형: [[bitECS와 SharedArrayBuffer를 결합한 멀티스레드 고성능 아키텍처]]
- 응용: [[InstancedMesh 최적화]] · [[가변적 LOD(Level of Detail) 시스템]]
- Adjacent: [[Old Space]] · [[세대 가설(Generational Hypothesis)]]

## 🤖 LLM 활용
**언제**: game loop / real-time pipeline 의 GC pause 회피, expensive resource (DB conn, GPU buffer) 의 reuse.
**언제 X**: simple short-lived object — 매 modern GC 의 충분.

## ❌ 안티패턴
- **Reset 의 누락**: 매 stale state 의 leak — 매 security risk (sensitive data).
- **Unbounded pool**: 매 memory leak — 매 max size 의 강제.
- **Pool 의 lock contention**: 매 multi-thread 의 sync overhead — thread-local pool 의 고려.
- **Object 의 over-aliasing**: 매 release 후 의 reference 유지 — use-after-free 의 bug.

## 🧪 검증 / 중복
- Verified (Game Programming Patterns / R. Nystrom, V8 blog, piscina docs).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — TS generic pool, Three.js, piscina 패턴 추가 |
