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Home/ Questions/Q 6981011
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T18:06:05+00:00 2026-05-27T18:06:05+00:00

I’m making a small game engine and need to have a memory pool associated

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I’m making a small game engine and need to have a memory pool associated with it.
My question is, how do I actually share that memory to users who got their own classes?

For example, I have a user who got this class in his game;

class Monkey : public GameObject {
public:
    Monkey();
    ~Monkey();

    void Eat();
    void Sleep();

    unsigned long size();

private:
    int health;
};

I got a baseclass which, at the moment, just returns the size of the derived class. I figured this would be needed to know how much space this would occupy in the pool.

public GameObject {
public:
    virtual unsigned long size()=0;
};

And he wants to allocate a new instance of this class in my memory pool.
I do not know the class definition at compile time,so I just can’t figure out how the actual method call would look like. He cannot pass me an object inheriting from GameObject, because that means he already has allocated it, which defeats the purpose of pre-allocated memory pool. So how does the reserving of memory actually work for any arbitary class instance?

Sorry if its unclear

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  1. Editorial Team
    Editorial Team
    2026-05-27T18:06:06+00:00Added an answer on May 27, 2026 at 6:06 pm

    Memory pools only allow allocations of a fixed size. Therefore, if you’re trying to allocate variable size objects with one, then the fixed size of the allocation is the maximum size you can allocate.

    If you want to overload the allocation behavior, you need to overload operator new/delete on your base class. It should throw std::bad_alloc if the user attempts to allocate a type beyond the max size of the memory pool. Also, you should overload operator new[]/delete[] to just throw std::bad_alloc, since allocating arrays of these will probably not be a good idea.

    The overloaded operator new/delete will be given the proper size of the type it is allocating. All derived classes will inherit the overloaded operators… unless the user overrides it. And if they do… smack them.

    The overloading itself is simple:

    public GameObject {
    public:
        void *operator new(size_t size);
        void operator delete(void *memory);
    };
    

    You will implement those by calling your pool to fetch a block of memory, or to deallocate the block of memory.

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