RE: Doug Lea's Malloc PS2

"Mark Wayland" <[email protected]> Tue, 8 Jun 2004 17:03:43 +1000
Newsgroups gmane.games.devel.consoles
Message-ID <[email protected]>
Brett,

I didn't investigate that code too much, but I looked at it and it
looked kinda scary in terms of overhead, so I wrote my own much cheaper
version that has saved us on many an occasion (breakpoint on out of
memory), able to have heaps within heaps, clear a heap with a couple of
pointer assignments, full leak detection (even when reseting heap),
able to give heap hints as to how many small allocs of certain sizes
are likely to occur so it can prealloc them to prevent fragmentation
etc.

We use middleware and it is VERY handy to restrict each component to
having their own heap. We have a graphics heap, game heap (persistent
data through the life of the game, such as manager objects etc),
level heap (reset at end of each level to prevent progressive
fragmentation) etc.

If nothing else, I hope this gives you some ideas for uses of your
own heap implementation should you decide to do so.

Hope this helps,
Mark

> -----Original Message-----
> From: Brett Bibby [mailto:[email protected]]
> Sent: Tuesday, 8 June 2004 2:03 PM
> To: [email protected]
> Subject: [GD-Consoles] Doug Lea's Malloc PS2
>=20
>=20
> Also I should mention I have already checked out the=20
> conversion to PS2 of
> this done by Rebellion, but I'm curious about people's=20
> satisfaction with
> Doug Lea's (or Rebellion's version) and any recommendations=20
> people might
> have.
> Brett
>=20
>=20
>=20
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