4 ms·
We did this in gamedev all the time with arena allocators[1]. Generally per-level or at some other temporal division. That, in-place loading and fixed-size poo
by vvanders 7y ago
We did this in gamedev all the time with arena allocators[1].
Generally per-level or at some other temporal division. That, in-place loading and fixed-size pools for things like effects covered 90% of the allocation tricks we did to get huge performance gains.
[1] https://developers.google.com/protocol-buffers/docs/reference/arenas https://developers.google.com/protocol-buffers/docs/referenc...