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mikepurvis 4 hours ago

Also not a game dev, but my understanding there is that there there's a lot of in-memory objects whose lifetimes are tied to specific game-time entities, like a frame, an NPC, the units of octtree/bsp corresponding to where the player is, etc.

Under these conditions, you do need a fair bit of dynamism, but the deallocations can generally be in big batches rather than piecemeal, so it's a good fit for slab-type systems.