Comments on: A Whole new World (Part 1) Thanks for sharing that FAQ! My recent thinking was heavily influenced by STL allocators and the BitSquid blog article, and I thought that my (as yet unpresented) solution was sooo clever and elegant. However, on Monday night I "independently developed" the approach described in that FAQ, and became very excited by the idea. Actually, I know I've read that FAQ entry before, so the idea has probably been germinating in my subconscious for some time. Thanks for sharing that FAQ! My recent thinking was heavily influenced by STL allocators and the BitSquid blog article, and I thought that my (as yet unpresented) solution was sooo clever and elegant.

However, on Monday night I “independently developed” the approach described in that FAQ, and became very excited by the idea. Actually, I know I’ve read that FAQ entry before, so the idea has probably been germinating in my subconscious for some time.

]]>
By: Bart Siwek/2011/04/12/a-whole-new-world-part-1/#comment-3018 Bart Siwek Wed, 20 Apr 2011 15:00:25 +0000 C++ FAQ Lite 11.14 describes.

]]>
By: Erwin Coumans/2011/04/12/a-whole-new-world-part-1/#comment-2653 Erwin Coumans Tue, 12 Apr 2011 20:52:37 +0000 Thanks for sharing! I'm looking forward to playing around with Bullet once I knock together a suitable prototyping library. Your solution does address issues #1 and #6 from my list of requirements. And, as a single component within a larger application, Bullet can easily rely upon a single allocator, so #2 becomes trivial, and #3 could be handled by std::auto_ptr. Clearly you don't really need to account for alignment greater than 16-bytes in your individual objects, but as I understand it, large allocations on PS3 should ideally be 128-byte aligned. Thanks for sharing! I’m looking forward to playing around with Bullet once I knock together a suitable prototyping library.

Your solution does address issues #1 and #6 from my list of requirements. And, as a single component within a larger application, Bullet can easily rely upon a single allocator, so #2 becomes trivial, and #3 could be handled by std::auto_ptr.

Clearly you don’t really need to account for alignment greater than 16-bytes in your individual objects, but as I understand it, large allocations on PS3 should ideally be 128-byte aligned.

]]>
By: Erwin Coumans/2011/04/12/a-whole-new-world-part-1/#comment-2642 Erwin Coumans Tue, 12 Apr 2011 16:16:57 +0000