A memory management method that I like a lot conceptually (and philosophically) is the one where all allocations are associated with a frame pool. whenever a new frame begins, we clear the oldest frame pool and reuse it. To keep data persistent it must be moved frame to frame.
I like this method for things which I know will expire at the end of the frame. I can’t imagine it for things designed to persist beyond the frame, moving from one buffer to the next. What’s a practical application?
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It's actually not as bad as it first seems for simulations where *everything is active*, as "read/modify/write" has similar cost when the read/write locations are the same or different. If a large portion of the Sim sleeps each frame, then it adds cost of touching sleeping data.
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