Googles appar
Huvudmeny

Post a Comment On: cbloom rants

"01-27-09 - Oddworld Memory Memories"

4 Comments -

1 – 4 of 4
Blogger dfan said...

I remember Sean doing something very similar when we were running out of memory in Terra Nova back in 1996.

January 28, 2009 at 6:22 AM

Blogger Noel said...

Funny, we ended up rebooting between levels in MechAssault 1 as well (we had similar problems with wild dynamic allocations).

January 28, 2009 at 7:18 AM

Anonymous Anonymous said...

Yep, to make Terra Nova run in 8M (or was it 4M?) I made the standard malloc detect a certain set of fixed sizes and allocate them each from their own small heap.

The actual issue was really to prevent fragmentation, though; after running for a while on a level we started thrashing from not being able to load a particular enemy model, which was 64K, and we had more than 64K free but it was fragmented to hell and back.

January 28, 2009 at 10:33 AM

Anonymous Anonymous said...

Er, but the main part was it wasn't just all small blocks, it was just a hard-coded list of "problem" sizes that was even sparser and more random than the SW one.

January 28, 2009 at 10:34 AM

You can use some HTML tags, such as <b>, <i>, <a>

This blog does not allow anonymous comments.

Comment moderation has been enabled. All comments must be approved by the blog author.

You will be asked to sign in after submitting your comment.