Original Post
Hi All, I've started writing a small, simple, 3D graphics engine using OpenGL and C++. So far my only accomodation for memory management is a reference counting scheme and a number of smart pointer classes for internal and external objects. I'm looking at writing my own memory manager for the engine as well; however, I'm unsure as to where to start. I've read a couple of articles on the topic: http://www.gamasutra.com/features/20020802/hixon_01.htm (which was kinda helpful from a design point-of-view) and two IBM articles: http://www.ibm.com/developerworks/linux/library/l-memory/ http://www.ibm.com/developerworks/edu/au-dw-au-memorymanager-i.html Both of which were very helpful. One thing I haven't been able to find out is whether there is a defacto-standard design for memory managers used in graphics/games programming. A lot of forum posts I see suggest using the boost library and it's pooled memory management scheme (I had a look at that article as well, also quite handy); however, don't really have any suggestions for implementing your own. I guess what I'm after is some more information to digest (books, articles, journals, advice) before I have a go at writing my own. Any info would be great. :)