by Adam Lake

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Chapter 4.5. Stack Allocation

Michael Dailly

Performance in games has always been important—and fun! Indeed, it’s what brings many people into our profession in the first place, and it’s always fun looking for simple new ways of speeding up our code. One of the best places to optimize has always been in the center of a tight loop, where every cycle counts. Although this doesn’t happen as much as it used to, if you’re dealing with anything that allocates, speed is almost always important. This gem describes a method of allocation that allows you to shave valuable cycles off of your allocator, yet is frighteningly simple to follow and implement.

Overview

The standard way of doing rapid allocation is to use a linked list of sorts, either ...

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