We just trash collect and clean up generally. No need to clog up ram, but it depends on the platform.

I make games on Android so even with a lot of ram in newer devices, the allocation or many updates per frame can kill you quick.

Also would depend on what's being stored in memory too, physics, game objects, singletons etc

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this is a bump allocator, it doesn’t really have any overhead. It’s just updating a number in a reserved contiguous array that exists for the entire duration of the app. Resetting the allocation per frame just sets the bump value to 0.

This is in the context of a non-gc language like rust or C, so it doesn’t apply to java/kotlin gamedev.

I use c# and unity

so yeah same thing

Sounds like a singleton of sorts? Usually set up for static variables you want to persist across scenes