4 ms·
Most pre-2010 games had to. As a prior gamedev after that period I can confidently say that it is a relic of the past in most cases now. (Not like that I don't
by lifthrasiir 1y ago
Most pre-2010 games had to. As a prior gamedev after that period I can confidently say that it is a relic of the past in most cases now. (Not like that I don't care, but I don't have to be that strict about allocations.)
- card_zero 1y agoBecause why?
- lifthrasiir 1y agoProbably because hardwares became powerful enough that you can make a performant game without thinking much about allocations.
- user____name 1y agoVirtual memory gets rid of a lot of fragmentation issues.
- galangalalgol 1y agoYeah. Fragmentation was a niche concern of that embedded use case. It had an mmu, just wasn't used by the rtos. I am surprised that allocations aren't a major hitter anymore. I still have to minimize/eliminate them in linux signal processing code to stay realtime.