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When to use a memory pool?

A [memory pool][mp-wiki] is a data structure for allocating fixed-size memory blocks. This definition has stayed same since I learned it around 2010. Although you can find more general definitions via Google, those are the minority.

The APIs of memory pool implementations vary, but they generally look like:

Other posts

What is an "arena" in memory allocation?

I first leanred about "arena" when I was trying to understand the internal of [glibc malloc][glibc-alloc] around 2010, but I [later realized][trend] the concept is narrowly defined [in][arena1] [other][arena2] [context][arena3]. This blog post explains the difference in definition and the limitations in the so-called "arena allocators" we use today.

Background: why is malloc needed?

@raysan5
raysan5 / custom_game_engines_small_study.md
Last active December 2, 2025 17:16
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like [Unreal](https:

@pixelsnafu
pixelsnafu / CloudsResources.md
Last active November 22, 2025 13:18
Useful Resources for Rendering Volumetric Clouds

Volumetric Clouds Resources List

  1. A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)

  2. S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]

  3. [R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand

@bkaradzic
bkaradzic / orthodoxc++.md
Last active November 3, 2025 04:11
Orthodox C++

Orthodox C++

This article has been updated and is available here.

@paniq
paniq / ecs.md
Last active September 5, 2025 13:28
Entity Component Systems