Game Engine Design and Implementation: Episode 6 - A discussion of dynamic memory and pointers

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Published on ● Video Link: https://www.youtube.com/watch?v=akRav2mh9PY



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Duration: 35:41
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In which we add a few more delete function overridess for the benefit of C++14. We then spend some time talking about dynamic (heap) memory, raw pointers (and their issues), smart pointers (and why we aren't going to be using the built in ones).

We then talk about the importance of keeping the concepts of pointers and dynamic memory separated, and how we are going to make them communicate with each other (especially when the memory being pointed to is moved).

We then do some skeleton coding on the memory classes, setting up some functions we will need to handle heap memory (without yet filling in those functions).







Tags:
Game
Engine
Programming
C++
Object Oriented Design
Coding