Original Post
i''m trying to decide what is the most efficient way to allocate memory, specifically in my graphics engine. i need to be able to dynamically load at runtime 3d models and so i need some way to allocate space for vertices. i have two way of doing this, one is to allocate an array of pointers and create a new[] array for every object created, or i could have a huge staticly allocated array of vertex structures and assign parts of the vertex buffer to various objects as needed. my question is what''s the difference performance wise between using pointer assignment and traversal and a continuous static buffer? this question could apply to actually any other part of the program so it''s going under general programming.