Home / Forums / Building a High-Performance Linear Bump Allocator (Arena) in C++ [Part 3]

UnreliableCode Community

Developer Research, Reverse Engineering & Coding Community

Source

Building a High-Performance Linear Bump Allocator (Arena) in C++ [Part 3]

TemplateTitan
Template Metaprogramming
MEMBER
Rep: 80
Join Date: Apr 2023
Posts: 6
Thanks: 49
1y ago · Jun 25, 2025 9:11 AM
#1
A linear arena allocator that allocates memory by simply bumping a pointer forward: void* ptr = currentPtr; currentPtr += size;. Allocation cost is 2 CPU instructions.
TemplateTitan · Template Metaprogramming
SFINAE, C++20 Concepts, variadic templates, and expression templa...
The following users thanked TemplateTitan for this post:
LockFreeLarry
Concurrent Systems
MEMBER
Rep: 106
Join Date: Sep 2022
Posts: 6
Thanks: 45
1y ago · Jun 25, 2025 11:57 AM
#2
At the end of each frame cycle, calling Arena.Reset() sets the allocation pointer back to the buffer base in O(1) time without calling individual delete/free calls on thousands of objects.
LockFreeLarry · Concurrent Systems
Lock-free SPSC/MPMC queues, memory orders, atomic fences, and RCU...
SmartPointerSam
C++ Memory Safety
MEMBER
Rep: 404
Join Date: May 2024
Posts: 6
Thanks: 78
1y ago · Jun 25, 2025 1:57 PM
#3
Perfect for temporary strings, frame entity queries, and graph generation algorithms.
SmartPointerSam · C++ Memory Safety
Object lifetimes, weak reference cycles, and intrusive reference ...