C++ game engine crashes during performance testing with custom memory allocator
Could someone explain I'm following best practices but Currently developing an indie game using a custom-built engine in C++11, I'm hitting a wall during the performance testing phase... The engine crashes unpredictably when allocating memory for game objects. I've implemented a custom memory allocator to optimize performance, but something seems off. Here's the gist of my allocator setup: ```cpp class CustomAllocator { public: void* allocate(size_t size) { // Custom allocation logic return ::operator new(size); } void deallocate(void* ptr) { // Custom deallocation logic ::operator delete(ptr); } }; ``` While testing, I am noticing sporadic crashes with the message: "Access violation reading location...". I suspect it might have to do with memory fragmentation or perhaps even a double free situation. I've added debug statements to log allocations and deallocations, but they're not revealing anything conclusive. I've also tried utilizing `std::unique_ptr` for managing the lifetime of game objects: ```cpp std::unique_ptr<GameObject, CustomDeleter> obj(new GameObject()); ``` However, the crashes persist, especially under load when spawning many objects simultaneously. To narrow it down, I implemented a simple benchmark test which spawns a thousand objects: ```cpp for (int i = 0; i < 1000; ++i) { GameObject* obj = new GameObject(); // Using custom allocator here // Simulate usage... } ``` This runs fine in isolation but fails during a stress test when the game scene is fully loaded. Have tried using `valgrind` to detect memory leaks but didn’t find any indicators of issues there. Could this be a threading issue? My engine is single-threaded, but the rendering and update loops utilize separate threads. Any insights on how to ensure stability under these conditions or best practices for implementing a custom allocator in a game engine context would be invaluable. Any examples would be super helpful. Any ideas how to fix this?