I often read in the ECS game engine documentations that is a good architecture for using cpu cache wisely. But I can't figure how we can benefit from cpu cache. If components are saved in an array ...
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 ...
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 ...
In an average game, there are hundreds or maybe thousands of objects in the scene. Is it completely correct to allocate memory for all objects, including gun shots (bullets), dynamically via default ...