This article discusses techniques for optimizing small object allocations in game development, improving performance and resource management.
small object allocation, game development optimization, memory management, C++ performance, object pooling, custom allocators
// Example of Object Pooling in C++
#include
#include
#include
class GameObject {
public:
GameObject() { std::cout << "GameObject created\n"; }
~GameObject() { std::cout << "GameObject destroyed\n"; }
};
class ObjectPool {
public:
ObjectPool(size_t size) {
for (size_t i = 0; i < size; ++i) {
pool.push_back(std::make_unique());
}
}
std::unique_ptr acquire() {
if (!pool.empty()) {
auto obj = std::move(pool.back());
pool.pop_back();
return obj;
}
return nullptr; // No objects available
}
void release(std::unique_ptr obj) {
pool.push_back(std::move(obj));
}
private:
std::vector<:unique_ptr>> pool;
};
int main() {
ObjectPool myPool(10); // Create a pool of 10 GameObjects
auto obj1 = myPool.acquire(); // Acquire an object from the pool
myPool.release(std::move(obj1)); // Release the object back to the pool
return 0;
}
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