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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T23:03:51+00:00 2026-05-15T23:03:51+00:00

I am currently designing a game in which a maximum of approximately 10,000 objects

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I am currently designing a game in which a maximum of approximately 10,000 objects will be used per level. Each frame all of the objects will be accessed in a sequential order at least once, sometimes twice or more. Right now I am using arrays but I am very curious as to if linked-lists would be better suited to handle such a task.

I’ve never used linked-lists but this seems like an applicable time to use them, and since the project I’m working on is a learning-one as much as anything else, I would like to try a new approach to handling the objects in the game. Linked lists seem like a good way to save space and speed the game up, but due to my inexperience I am curious as to if there will be noticeable performance lost by switching to linked-lists. (Normally my motto is to try it and see, but in this case it requires a fair amount of work to go about implementing linked lists over arrays, and I’ve spent a lot of time on designing how the levels and objects will work already, so I’m a bit sick of it at the moment.)

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  1. Editorial Team
    Editorial Team
    2026-05-15T23:03:52+00:00Added an answer on May 15, 2026 at 11:03 pm

    Unless you are very frequently inserting and removing elements in the middle of a sequence, an array will all but certainly outperform a linked list (though, there are a handful of scenarios in which linked lists are useful).

    With a linked list, you lose all the benefits of prefetching at the CPU level, since each node effectively has to be fetched individually.

    Of course, since this is C++, you can very easily test the performance difference by swapping out your usage of std::vector with std::list, right? 🙂

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