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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
01-15-2010, 10:47 PM
Quote:
Originally Posted by coderanger
Our allocation/tracking system is tuned pretty carefully to the underlying CRT debug heap, so it wouldn't surprise me if it breaks on a different malloc. I'll ask around if there is any way to just make it use the underlying allocator more directly, though it may make the game unfortunately slow.
Is my understanding correct that the engine used in STO is somewhat old?

If so, would memory allocation speeds really be a worry?