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Home/ Questions/Q 5939203
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Editorial Team
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Editorial Team
Asked: May 22, 20262026-05-22T15:47:36+00:00 2026-05-22T15:47:36+00:00

Lets say you make a game engine, and you have several GameObjects and every

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Lets say you make a game engine, and you have several GameObjects and every GameObject have a list of components that you can add or remove.

Lets say there is a MeshComponent who has vertices, normals etc. If several GameObjects have the same MeshComponent, there will be a lot of memory waste. Of course there are many ways to implements this but I want some good advice how to solve this? How do components share data that is not going to be modified?

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  1. Editorial Team
    Editorial Team
    2026-05-22T15:47:37+00:00Added an answer on May 22, 2026 at 3:47 pm

    C++ does not have static classes.

    If several GameObjects have the same MeshComponent, there will be NO memory waste.
    Because, of course, it is the same MeshComponent…

    You will waste memory if you have many copies of the MeshComponent which conceptually should be identical.

    If many GameObjects need to refer to the same MeshComponent then they should each hold a (smart) pointer to the same MeshComponent.

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