# The player damage taking very quickly

**URL:** <https://forum.defold.com/t/the-player-damage-taking-very-quickly/82419>\
**Category:** Questions\
**Created:** [February 22, 2026, 8:44pm UTC](https://forum.defold.com/t/the-player-damage-taking-very-quickly/82419 "2026-02-22T20:44:50Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![a-daniel](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/a-daniel/32/39781_2.png) [@a-daniel](https://forum.defold.com/u/a-daniel)\
**Post date:** [February 23, 2026, 7:57pm UTC](https://forum.defold.com/t/the-player-damage-taking-very-quickly/82419/3 "2026-02-23T19:57:30Z")

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> [@Mathias](#):
>
> …but still you need some timer or way to delete the bullet from the table or the table will grow forever…

I think that the engine reuses the IDs of the game objects due to the “object pooling” that happens behind the scenes( [How to use object pooling?](https://forum.defold.com/t/how-to-use-object-pooling/41378) ) so the bullets table shouldn’t grow forever.

I don’t know if it’s a certain thing but In my case, the bullets table size is constant(around 20) after firing 1000s of bullets. The only thing to handle is setting bullets[id]=false after the collision is done.

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