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As I recall their allocator was a fairly basic implementation - I don't think it had small allocation support, or any debug/stacktrace/tagging functionality.

You could drop in your own allocate/free for everything in-game and ignore their implementation (you had pretty much complete control over what went where in the memory so long as things to be copied to the RSP/RDP were aligned correctly and the display buffers were on some specific boundary).

Allocating from pools per system was very common (eg particle effects got a 16kb memory pool for vertices and the code had to gracefully handle hitting that limit). Another common practice was to store a high-water marker at the start of a level load and just roll back to that marker when you changed level.




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