It’s been a long time since my last post… and boy, has it been a journey. I’ve had my ups and down in life and work, but 2012 is over and the new year beckons. During the last month of 2012, I met some really influential people, made some new friends, caught up with old friends, and overall had a good time. It’s great to see the game development scene emerging in India.
Meanwhile however, my own personal projects and coding skills have taken a beating. I decided to fine tune my skills and start off low level, building my own memory manager. It’s based on Paul Laska’s implementation, which although dated, is pretty good for simple games, or indie games where speed and ease of implementation often need to be balanced. Also, I’ve taken ideas from 3D Game Engine Design as well as the unbelievably informative Doug Lea’s malloc description
The project is hosted on github at the MMM project page, which makes it free and open source. So go check it out. MMM stands for Megamind Memory Manager, and has no discernable resemblance to the movie (It does have the noble need to take over control of the entire memory of the system)
The next few post will detail a few of implementation details of the manager.
Also, note that although this project is still in it’s nascent stages and is experimental in nature, and feedback is absolutely essential. So if you feel like shouting out or yelling at me, feel free to do so I’m always open to suggestions.