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This week, I overhauled concurrent heap defragmentation (akin to garbage collection) in my voxel game, achieving microsecond-level pause times and O(1) scalability across all platforms. Since existing research didn't fit my needs, I built my own defragmentation algorithm from first principles. The new system is a game-changer for the...

38,548 görüntüleme • 1 yıl önce •via X (Twitter)

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A Flock of Meese profil fotoğrafı
A Flock of Meese1 yıl önce

Second clip:

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A Flock of Meese1 yıl önce

The new heap defragmentation system is versatile enough to function as a garbage collector. However, I retained malloc/free semantics as a flexible guideline for the memory manager to use or ignore. This design makes it easy to benchmark my solution against traditional malloc/free and arenas. The results have been encouraging: the algorithm outperforms arenas in memory efficiency and holds its own against malloc/free when it comes to allocation performance.

CodeRed profil fotoğrafı
CodeRed1 yıl önce

I haven't been on twitter for almost a month what did I miss with your game?

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A Flock of Meese1 yıl önce

Other than today's update, I've replaced the old Makefiles and messy shell scripts with my custom build system and unit test framework. On top of that, I ported my internal dev tools to Linux. While this work may not sound flashy, it lays the groundwork for more impactful feature updates coming next year.

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Dylan Falconer1 yıl önce

This is really awesome! I'm just starting work on a voxel engine and have been thinking about how to do memory management for chunk meshes among other things I was going to go with slab/pool that potentially waste a bunch of memory, but perhaps I should try something like this

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Joshua Justice Enterprises1 yıl önce

Is this tool usable/releaseable in a standalone way so people can look at it and use it for other things?

A Flock of Meese profil fotoğrafı
A Flock of Meese1 yıl önce

Yes, this is a general-purpose memory manager tailored for soft real-time applications. While it's currently proprietary, there are plans to potentially publish a blog post or paper about it in the long-term future.

Bhad profil fotoğrafı
Bhad1 yıl önce

This is a crazy awesome project! Love the updates.

Nikao profil fotoğrafı
Nikao1 yıl önce

Sounds insane, and impressive. Fantastic work!

Nick Ignatenko profil fotoğrafı
Nick Ignatenko1 yıl önce

Really curious what the performance of this algorithm would be like on mobile. But I’m guessing it’s a custom engine with no port…yet?

A Flock of Meese profil fotoğrafı
A Flock of Meese1 yıl önce

If the algorithm works on the Dreamcast, it should have no trouble running on modern mobile platforms.

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