> 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).
This is a massive oversimplification. Many *modern* game engines do not even have the kind of loop you're thinking of. > Outside the game loop you do not need such a 'high performance' anymore. Says who? On Wed, Jul 18, 2018 at 9:08 PM, Reimar Grabowski <reimg...@web.de> wrote: > 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 >
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