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. _______________________________________________ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal