RE: [GD-Consoles] Memory...
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From: Awen L. <ali...@ed...> - 2002-07-09 08:48:06
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Just some words: Think about dedicated memories too (PS2 scratchpad). Just use them if available - there is probably a very a good reason if they exist. Think about your algos, your data crawling has to be very very cache friendly on consoles. Compact and Small blocks of data contribute to this. PCs+Win allow a lot of cool things: just be aware that you were very comfortable 'before' :) You can't code loosely very long before having some curious performance troubles with consoles (fe Cache Misses will completely strangle the beast: not only your main CPU, but probably all mem pipelines feeding your copros) -----Message d'origine----- De : gam...@li... [mailto:gam...@li...]De la part de Tiziano Lena Envoye : dimanche 7 juillet 2002 16:37 A : gam...@li... Objet : [GD-Consoles] Memory... Hi! I would like to start my new engine using console friendly data structures and memory handling. Can someone help me with any tip? What allocation schemes do you use? A large buffer that is handled like a stack? Or you can use, without problems, lots of new/delete? I would like to implement a new/delete handler to track all memory allocations but in this way all memory should be dynamically allocated... (not a good idea for consoles I fear). Thanks, Tiziano Lena ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek We have stuff for geeks like you. http://thinkgeek.com/sf _______________________________________________ Gamedevlists-consoles mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=553 |