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by reitzensteinm 435 days ago
I wouldn't expect much either. The potential for speedups would be if there's locality for data on either side of the multiplayer padding, or if the actors have contiguous layout and deleting the data plays better with the CPU's stride prefetching.

Significant performance degredation is also possible if at some point a smart (but not wise) developer positioned the data to eliminate false sharing on either side.

Agreed that you shouldn't be using this heavy weight paradigm with large amounts of entities. My intention was just to add a bit of color to the idea that saving memory allocations can have implications beyond just the number of bytes you ultimately malloc.