Author Topic: mallocs in game time  (Read 1763 times)

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Offline RandomTiger

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  • 211
mallocs in game time
There are a fair few mallocs happening in game time.
Put a flag in game_frame() and check it in vm_malloc to get details.

 

Offline Stryke 9

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  • 211
Mallocs?

 

Offline LtNarol

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    • http://www.3dap.com/hlp/hosted/the158th
vector/matrix resize function

 

Offline aldo_14

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Memory allocation - allocates space to a block of specified size and retunrs the pointer to the first allocated byte.  Returns null pointer if no available space.

 

Offline Nico

  • Venom
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and what exactly does it do ingame, for those like me who aren't at all enlightened by your techies explanations? :D
SCREW CANON!

 

Offline phreak

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its slow
Offically approved by Ebola Virus Man :wtf:
phreakscp - gtalk
phreak317#7583 - discord

 

Offline RandomTiger

  • Senior Member
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sound.cpp with ds.cpp and animplay.cpp are all guilty.

 

Offline aldo_14

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Quote
Originally posted by Venom
and what exactly does it do ingame, for those like me who aren't at all enlightened by your techies explanations? :D


Allocates memory space for storage of variables (i.e. values used by the program).  I remember using it doing some C programs for LLP at uni (albeit only for a semester).

 

Offline Fry_Day

  • 28
mallocs aren't that bad, compared to large amounts of static arrays, which cause of-so-many cache misses (*points at current decal code*). Remember that the faster the processor is, the more impact a cache-miss has.