Re:Memory Management in Python
by vvanders on Monday August 05, 2019 @01:00AM
(#20611405)
We did this in gamedev all the time with arena allocators[1].
Generally per-level or at some other temporal division. That, in-place loading and fixed-size pools for things like effects covered 90% of the allocation tricks we did to get huge performance gains.
Generally per-level or at some other temporal division. That, in-place loading and fixed-size pools for things like effects covered 90% of the allocation tricks we did to get huge performance gains.
[1] https://developers.google.com/protocol-buffers/docs/referenc...