How do I optimize small object allocations for game development?

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;
}
    

small object allocation game development optimization memory management C++ performance object pooling custom allocators