# Whats the text format used to serialize collections?

**URL:** <https://forum.defold.com/t/whats-the-text-format-used-to-serialize-collections/72707>\
**Category:** Questions\
**Created:** [February 21, 2023, 1:53pm UTC](https://forum.defold.com/t/whats-the-text-format-used-to-serialize-collections/72707 "2023-02-21T13:53:42Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![AGulev](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/agulev/32/4541_2.png) [@AGulev](https://forum.defold.com/u/AGulev)\
**Post date:** [February 22, 2023, 9:34am UTC](https://forum.defold.com/t/whats-the-text-format-used-to-serialize-collections/72707/5 "2023-02-22T09:34:38Z")

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> [@carabalonepaulo](#):
>
> I have other questions too:
> 
> - Why Defold make it so hard to create things in runtime? Even with resource.load I still need to have a preallocated slot on my collection to “replace” (maybe I got this wrong).
> - Why do I need a factory for each game object/collection? The same applies for proxies. Can’t a single one be used to load any game object? Does Defold uses this approach to optimize something behind the scenes? Is it worth?

Please read this piece of manual: [Defold project settings](https://defold.com/manuals/project-settings/#component-max-count-optimizations)

Also, this post might be useful: [Defold 1.4.3 BETA - #16 by AGulev](https://forum.defold.com/t/defold-1-4-3-beta/72645/16)

Long story short: all the components and GOs, under the hood are reused by the engine. Let’s name it pools for simplicity. So you don’t create/remove objects, you just increase/decrease the count of components currently used. To make it more efficient all the pools are  
allocated in advance, which helps to keep [Data Locality](https://gameprogrammingpatterns.com/data-locality.html) which needs for cache coherence.

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