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by mikepurvis
167 days ago
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Also not a game dev, but my understanding there is that there there's a lot of in-memory objects whose lifetimes are tied to specific game-time entities, like a frame, an NPC, the units of octtree/bsp corresponding to where the player is, etc. Under these conditions, you do need a fair bit of dynamism, but the deallocations can generally be in big batches rather than piecemeal, so it's a good fit for slab-type systems. |
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Also, is easier to refactor if you do the typical GC allocation patterns. Because you have 1 million different lifetimes and nobody actually knows them, except the GC kind of, it doesn't matter if you dramatically move stuff around. That has pros and cons, I think. It makes it very unclear who is actually using what and why, but it does mean you can change code quickly.