Tagged Questions
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0answers
77 views
Replacement memory allocators - pros and cons [duplicate]
I am developing a hobby project to learn game engine development and to have a platform where I can test new ideas and have fun. Currently I have a quick-and-dirty multiplayer server and client using ...
1
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1answer
298 views
Game-components and memory management
I'm stitching together the workings of a component based game engine, and as such have been deeply reading into many aspects of both game engine architecture and a fair amount of opinionated theory of ...
0
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1answer
213 views
How to resolve duplicate data in Entity Systems?
Whilst working on examples and upgrades for my C++ Entity System, something randomly caught the attention of my mind, by surprise: duplicate data. What I'm referring to is how an entity system that ...
1
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2answers
224 views
Recommended formats to store bitmaps in memory?
I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc)
What is the "usual" ...
3
votes
1answer
164 views
Using allocators for different systems
I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need ...
9
votes
3answers
2k views
Custom allocators used in game development
I have been researching creating my own allocator methods (that will support things such as a memory pool and profiling), however, as I continue my research I have been looking for how this was done ...
13
votes
3answers
942 views
Is there any documentation comparing/contrasting C++ standard library implementations?
(This is not game programming per se, but I'm certain if I asked this on SO I'd get told not to prematurely optimize, even though history tells us every large game ends up worrying about these ...