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mrheisenberg

How do you prefer to update your Instance Buffer?

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Do you replace the array in the instance buffer every frame or is there something else?I heard that using the 'new' keyword too much causes memory fragmentation or something and if I destroy and create instance arrays with 1000 elements in them every frame,that would be bad?

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Yes that would be bad. Allocating memmory on the heap is a cumbersome task for the cpu.

I am not quite sure what you are talking about, but the most common buffering, is to use two arrays and have a single bool telling which array is being displayed, so you can plot data into the other before flipping the bool and displaying the first.

[CODE]
Element[] a = new Element[1000]
Element[] b = new Element[1000]
bool showA = true;
GameLoop () {
while (true) {
showA = !showA;
Update();
Draw();
}
}
Update() {
Element[] buffer = (showA ? b : a);
// do stuff to buffer
}
Draw() {
Element[] buffer = (showA ? a : b);
// display stuff from buffer
}
[/CODE]

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Isn't updating instance buffer more like copying data than allocating new memory?

Otherwise, I copy every frame instance data of every object to a buffer object and it doesn't involve using new keyword / creating new objects / deleting objects.

Of course if there is a way to avoid copying, that's even better. From my experience a couple of megs of instance data per frame doesn't really hurt the performance.

Cheers! Edited by kauna

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