Why Every Game Dev Should Understand Custom Allocators
Most C++ tutorials teach you new and delete and call it a day. But in game development, the default allocator is your enemy.
The problem
Every call to malloc/new hits the OS. The OS doesn't care about your frame budget. One allocation at the wrong time and your buttery 60fps drops to 45 — and players feel it.
What AAA studios actually do
They build custom allocators:
Arena allocators — grab a big block upfront, hand out pieces in O(1), reset instantly
Pool allocators — pre-allocate fixed-size slots for bullets, particles, enemies. Zero fragmentation.
Stack allocators — LIFO allocation for hierarchical data like scene graphs
// Default allocator: ~200ns per allocation, unpredictable
Enemy* e = new Enemy();
// Pool allocator: ~3ns per allocation, deterministic
Enemy* e = enemyPool.acquire();That's a 66x speedup on every entity spawn.
The deeper issue: fragmentation
After 30 minutes of gameplay, thousands of allocs/frees turn your heap into Swiss cheese. 100MB free but can't allocate 1MB contiguously. The game crashes on console where there's no swap space.
Custom allocators prevent this entirely.
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