Alright, I don't how to start this but I'll try. I do not know if I am dealing with a design problem. I have considered every moving things on my game as Objects class, they can live, they can die. When they die, what I do is I delete them. I don't know how heavy this Object class is in memory, so I just delete them when I don't need them (Assuming it doesn't leak). But not just that, when I want to write on C# or Java, I don't even have slightest idea how do you deal game objects that are dead(e.g. run out of HP etc.). Flagging them though is a nice idea. But if these objects, if ever, for example, becomes big and if the instance of an Object class (e.g enemy1, enemy2) become dead in the game, I don't want them on memory. Especially if the game spawns many of this things. This is what I am actually thinking.
How do you deal with this thing?