On Wed, 18 Jul 2018 15:39:58 -0600
Ryan Joseph <r...@thealchemistguild.com> wrote:

> 1) For high performance situations it really does matter... <snip> I was 
> doing a game engine recently and doing the create/free thing when I knew I 
> didn’t have to was painful.

For high performance in a game engine you should not allocate/deallocate memory 
in the game loop at all (can be done, have done it*, so no arguing there). 
Increases the performance and frees you of doing "the create/free thing", 
that's killing two birds with one stone. Outside the game loop you do not need 
such a 'high performance' anymore.

R.

*The game uses procedural/random level generation and depending on skill there 
can be over 300 levels in a single run, with all allocation/deallocation 
happening before/after a run.
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