Game Engine Design and Implementation: Episode 5 - Catching new and delete
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Published on ● Video Link: https://www.youtube.com/watch?v=a2oL9BIVhBw
In which we go through the various flavors of 'new' and 'delete', decide which ones we need to keep, and override them (proving that we are doing so in the process), in order to set ourselves up to use the custom memory manager functions.
Note that I missed the new versions of C++14 'delete' definitions. I will be addressing that shortcoming in the next episode.
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Game
Engine
Programming
C++
Object Oriented Design
Coding