Original Post
I'm designing the system for a decent-sized game, but it's nothing huge. I'm trying to decide whether or not to implement a memory manager, like this one: http://www.gamedev.net/reference/programming/features/enginuity2/page2.asp I know that it can be really beneficial, but it seems like a lot of hassle when I would have to decide when or not to use a smart pointer, and make sure everything gets derived from the basic object (I'd have to make wrappers for basic types such as int?) Now, don't get me wrong, I use custom containers for arrays which internally handle memory. So every array basically handles itself, but I don't have refcounts, so you can't really pass around these arrays. I've never really found a problem with this, as usually it's 3 scenarios: it's a private member of a class so it only uses it internally, it's just a temp array that a function uses, or I do need to pass it and it calls the copy constructor. The copy constructor copies the data over.. but, I never do this with large arrays, so I think it's worth it. I also use the CRT debugging functions, and my program checks for a corrupt heap every frame and also memory leaks every so often. Using these in previous projects, I've been able to keep a good handle on memory. This has got to save some processing power as well. What do you all think? Am I insane, or is *total* memory management something I can do without?