What can you "new"
Sean Kelly
sean at invisibleduck.org
Wed Mar 25 07:48:39 PDT 2009
Denis Koroskin wrote:
>
> Having a custom memory pool is usually a good idea. At work, our game
> engine is split into a few separate sub-systems (particle system,
> physics, animations etc). Since most of them are completely independent
> (we keep track on their dependencies and trying to cut them as much as
> possible), it makes sense to have custom memory pools for each of them.
Have you looked into HOARD? It uses per-process pools, but it's roughly
the same concept. Still, for games I can see it being useful to ration
the memory a subsystem has available via a fixed-size pool.
> More over, if object references don't escape that pool we could have a
> custom per-pool garbage collector!
We should be able to have the same for D, though a general solution
would be reliant on the type system to determine which pool to allocate
from.
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