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Sep 7, 2020 at 1:09 comment added davidbak Also w.r.t. overhead, if you create the pointer with make_shared the heap/memory overhead is reduced too - both space and time.
Sep 6, 2020 at 17:24 history edited amon CC BY-SA 4.0
space overhead is a thing, but less of a concern here
Sep 6, 2020 at 17:23 comment added amon @BakedPotato well, there's a bit of memory overhead from shared ptrs that I didn't go into. But that shouldn't matter in most cases. The important part is that you only store the game objects as shared ptrs, but your other code can use shared_ptr::get() and use them as raw pointers as before.
Sep 6, 2020 at 17:05 comment added Deduplicator Nice overview of different strategies and tradeoffs.
Sep 6, 2020 at 16:30 comment added Luke B Thanks for this answer! That's a good point that level creation and destruction is rare, so the overhead will be very small. And shared pointers are probably already optimized a ton so it will barely matter.
Sep 6, 2020 at 16:27 vote accept Luke B
Sep 6, 2020 at 7:32 history answered amon CC BY-SA 4.0