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Comment by hgs3

4 days ago

Interestingly, Quake 3 did use a double sided stack allocator as the article describes. The engine made one big allocation at startup called the "hunk." The "low hunk" allocated long-lived data and the "high hunk" temporary data. Search for "hunk" in this source file to see the implementation [1].

[1] https://github.com/id-Software/Quake-III-Arena/blob/master/c...

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