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by charles_kaw 1454 days ago
i suppose so.

modern engines generally have a memory handler, which means that mallocs are usually coached in some type of asset management. you are also discouraged from extending working memory of the scene suddenly. When I was doing gamedev, even then, there was no reason to big malloc because everything was already done for you with good guardrails

1 comments

I mean, if it's a custom memory handler, pool allocator, etc. it's not what people generally mean by malloc, which is the call to the libc function