
In non-game environment, you may have systems where you don't even have a heap or that design ruels prevent use of calls to malloc etc... for WCET or stability concerns.
The only solution is to have a pool of memory on the stack and fake ctor/dtor call inside it.
Yeah! That's what I'm talking about. I actually embed very much C++ in microcontrollers down to 1kB of RAM and no heap because I exclude it in my self-written linker files. Over the years I wrote all kinds of high-performance allocation stuff: constructor w/ reinterpret_cast memory mapped to pools, circular allocators, static allocators with pools. It's fast if you want it to be. But Boost.Pool, I have not figured out yet. I would like to say: There really are some of us fitting junk into 64 bytes, or 1024, or whatever. Best regards, Chris.