On Wednesday, 5 February 2014 at 22:18:33 UTC, Andrei Alexandrescu wrote:
I'm confused. Slices are the bulkiest allocation there is: chunks of contiguous data.

IMHO there should be one highly optimized low level ref-count structure that works everywhere, has compiler support and has an attractive syntax. That seems to be the most obvious solution.

If not you might as well write your own array implementation, with better performance for your domain, or use an existing C++ framework that is geared towards your application domain.

If we are talking games and simulation then you probably have your own allocator for search data structures (engine level) which are kind of fixed, predictable, tuneable, highly optimized, and uniquely owned. You allocate more, but probably seldom release.

What is allocated/deallocated is "scripty" evolutionary stuff (content level). Dynamic game-world stuff that come in all kind of shapes and sizes: enemies, weapons, cars, events etc. Objects and their shifty relationships. 100.000+ objects for a game server. Stuff that is heterogeneous and is constantly modified in order to improve game play.

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