Which is why you generally almost never use the standard malloc to do your piecemeal allocations. A fair number of codebases I've seen allocate their big memory pools at startup, and then have custom allocators which provide memory for (often little-'o') objects out of that pool. You really aren't continually asking the OS for memory on the heap.
In fact, doing that is often a really bad idea in general because of the extreme importance of cache effects. In a high-performance game engine, you need to have a fine degree of control over where your game objects get placed, because you need to ensure your iterations are blazingly fast.
In fact, doing that is often a really bad idea in general because of the extreme importance of cache effects. In a high-performance game engine, you need to have a fine degree of control over where your game objects get placed, because you need to ensure your iterations are blazingly fast.