> I think the real answer here is to just do less work. Don't try to change a program to let it keep using lots of memory. Instead, make it so it needs hardly any memory in the first place.
I mean sure, if you can. Fundamentally games need to maintain a fairly large a mount of state you can't wave that away. For a lot of games that means rapidly changing state too for example bullet hells constantly instantiating and destroying each bullets can get crazy expensive.
Object pooling is pretty simple for games because the logic is already there. Whatever game logic was causing the game object to be destroyed moves it back into the pool instead.