Using allocators for different systems

Posted by chadb on Game Development See other posts from Game Development or by chadb
Published on 2012-04-01T18:13:05Z Indexed on 2012/04/01 23:41 UTC
Read the original article Hit count: 231

I am going over the memory architecture for my game and even though I know my memory budgets may not be final, I at the point where I can start using them in a general sense. I know that I will need several allocators (for systems such as audio, rendering, etc) but I am unsure of how they will be accessed. I do not use singletons, so I can't just have something such as AudioManager::GetInstance().get_allocator(). Instead, I need to find a different method of usage but I am not sure of how.

How can I store and call my allocators needed for several different systems over engine in an efficient manner?

© Game Development or respective owner

Related posts about c++

Related posts about engine