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by harrison_clarke
741 days ago
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there's a common gamedev practice of allocating a big chunk of memory up front, and then using a bump allocator inside of it in most games, there are about 3 "lifetimes":
- permanent/startup
- per-level
- per-frame and they're nested. so, you can use a single stack allocator for all of them. at the end of the frame/level, pop back to where it started there are more complicated patterns, but this one will get you pretty far. you can use it on the CPU and the GPU |
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