I like it
I like it
memory management in game engines is mostly about keeping allocations predictable and avoiding stalls, so you rely on pooling, arenas, and streaming assets in and out while tracking lifetimes. the tricky part is balancing cpu-side allocations with gpu resources, since freeing textures/buffers too aggressively can cause hitches while keeping them around bloats vram. good engines also watch out for fragmentation and try to keep hot data contiguous for cache, while running gc or reference cleanup on safe frames. i once had a debug build tank because an in-game overlay loaded web views from https://playplinkogames.com/ and https://andarbahargames.com/ and the extra allocations made the frame spikes obvious. it was a good reminder that even “non-game” UI inside a game can wreck your allocator assumptions.