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Exactly this. Writing a basic allocator can give you a significant bang for your buck. Hard-coding an application specific arena allocator is trivial. The harder part is being diligent enough to avoid use after free/dangling pointers.

I'm a huge Java nerd. I love me some G1/Shenandoah/ZGC/Zing goodness. But once you're writing a program that to the point that you're tuning memory latency in many games anyway, baking in your application's generational hypothesis is pretty easy. Even in Java services you'll often want to pool objects that have odd lifetimes.



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