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	<title>Gamer24H | Sebastian Phillips | Activity</title>
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				<title>Sebastian Phillips started the topic Custom Memory Allocators (Pool, Arena, Stack) for High-Frequency Game Loops: Fundamental Mechanics and Deep Mathematical Modeling in the forum</title>
				<link>https://gamer24h.com/forum/topic/custom-memory-allocators-pool-arena-stack-for-high-frequency-game-loops-fundamental-mechanics-and-deep-mathematical-modeling/</link>
				<pubDate>Thu, 22 Oct 2026 07:17:17 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;ve been deep in the weeds redesigning the frame update path for a fast-paced FPS, and I keep hitting the same wall: heap fragmentation and the resulting cache thrashing when the game spawns transient objects (projectiles, particle bursts, in&hellip;</p>
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				<title>Sebastian Phillips started the topic UDP Packet Loss Concealment and Forward Error Correction (FEC): Competitive Benchmark Analysis and Hardware Interactions in the forum Network Jitter, Tickrate &#038; Sub-Tick Packet Loss</title>
				<link>https://gamer24h.com/forum/topic/udp-packet-loss-concealment-and-forward-error-correction-fec-competitive-benchmark-analysis-and-hardware-interactions/</link>
				<pubDate>Tue, 20 Oct 2026 02:33:06 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;ve been running controlled benchmarks on UDP-based netcode with FEC enabled, and I&#8217;m seeing some interesting interactions between redundancy overhead and frametime stability that I can&#8217;t fully reconcile. When I bump the redundant&hellip;</p>
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