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Richard Smith

Memory Management

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I have just posted the first part of my blog series on memory management in games, which I beleive may be of interest to the readers of this forum. In it I discuss why the popular dlmalloc algorithm may not be the best choice ofr games softare, and outline the features that are desirable in a game memory management scheme. You can read the full article at: http://www.20six.co.uk/gamedev/weblogCategory/15f2b9wssbis.

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Looks like this has the potential to be a very helpful and interesting read for many of us. I've got your site bookmarked and I'm eagerly waiting for the next post!

rating++

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Quote:
Original post by Richard Smith
I have just posted the first part of my blog series on memory management in games, which I beleive may be of interest to the readers of this forum. In it I discuss why the popular dlmalloc algorithm may not be the best choice ofr games softare, and outline the features that are desirable in a game memory management scheme. You can read the full article at: http://www.20six.co.uk/gamedev/weblogCategory/15f2b9wssbis.


I am very interested in reading the rest of your articles. I have been looking for some good reading on this topic. Especially the following areas: Memory tracking, Leak detection, and Fragmentation detection. I look forward to your next installment.

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I read your blog. Are they really calling the next Call of Duty "Big Red One"? It sounds like a soft-core porno. ;)

Another criteria you might want to consider is buffer overflow detection.

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Don't let this post die! I'm eagerly awaiting the next installment. For a while now, I've thought about investing some time into a useful memory management scheme rather than relying on new/delete all the time.

When's the next one comin'?

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Thanks for all the positive comments! I'm really busy with work at the moment but hope to find some time to post the next installment over the weekend.

Rich

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In it I discuss why the popular dlmalloc algorithm may not be the best choice ofr games softare.


Doug Lea's algorithm is fine as an allocator. As an entire memory management scheme it's not suitable, particularly in lieu of the fact that it doesn't contain any 'tracking' information (ie. leak tracking, usage tracking).

A more suitable approach for getting this information is to build upon Doug Lea's allocator making it not so much a 'poor choice for games software', but a 'poor ONLY choice for games software'. Your sentence implies that it cannot be used underneath all other tracking/management interfaces that you mention, which is certainly not true.

Sorry to be so pedantic :D

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Original post by the_dannobot
I read your blog. Are they really calling the next Call of Duty "Big Red One"? It sounds like a soft-core porno. ;


Big Red One is the nickname of the US Army's 1st Infantry Division. The name come's from the unit's patch, which you can see here. The unit is best known for its action in WWII. There was also a good movie called The Big Red One.

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