>  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.
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