RE: [GD-Consoles] Doug Lea's Malloc PS2
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From: Mark W. <Mwa...@to...> - 2004-06-08 07:52:47
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Brett, I didn't investigate that code too much, but I looked at it and it looked kinda scary in terms of overhead, so I wrote my own much cheaper version that has saved us on many an occasion (breakpoint on out of memory), able to have heaps within heaps, clear a heap with a couple of pointer assignments, full leak detection (even when reseting heap), able to give heap hints as to how many small allocs of certain sizes are likely to occur so it can prealloc them to prevent fragmentation etc. We use middleware and it is VERY handy to restrict each component to having their own heap. We have a graphics heap, game heap (persistent data through the life of the game, such as manager objects etc), level heap (reset at end of each level to prevent progressive fragmentation) etc. If nothing else, I hope this gives you some ideas for uses of your own heap implementation should you decide to do so. Hope this helps, Mark > -----Original Message----- > From: Brett Bibby [mailto:res...@ga...] > Sent: Tuesday, 8 June 2004 2:03 PM > To: Gam...@li... > Subject: [GD-Consoles] Doug Lea's Malloc PS2 >=20 >=20 > Also I should mention I have already checked out the=20 > conversion to PS2 of > this done by Rebellion, but I'm curious about people's=20 > satisfaction with > Doug Lea's (or Rebellion's version) and any recommendations=20 > people might > have. > Brett >=20 >=20 >=20 > ------------------------------------------------------- > This SF.Net email is sponsored by: GNOME Foundation > Hackers Unite! GUADEC: The world's #1 Open Source Desktop Event. > GNOME Users and Developers European Conference, 28-30th June in Norway > http://2004/guadec.org > _______________________________________________ > Gamedevlists-consoles mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D553 >=20 |