<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Gamer24H | Elijah Bailey | Activity</title>
	<link>https://gamer24h.com/members/recoil-elijah/activity/</link>
	<atom:link href="https://gamer24h.com/members/recoil-elijah/activity/feed/" rel="self" type="application/rss+xml" />
	<description>Activity feed for Elijah Bailey.</description>
	<lastBuildDate>Sat, 24 Oct 2026 02:48:39 +0000</lastBuildDate>
	<generator>https://buddypress.org/?v=</generator>
	<language>en-US</language>
	<ttl>30</ttl>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>2</sy:updateFrequency>
	
						<item>
				<guid isPermaLink="false">e8a2f9fac9884bad719170494a6aa3cc</guid>
				<title>Elijah Bailey replied to the topic High-Refresh Gaming Displays &#038; Visuals in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/custom-memory-allocators-pool-arena-stack-for-high-frequency-game-loops-historical-paradigm-evolution-and-next-gen-architectural-projections/</link>
				<pubDate>Mon, 19 Oct 2026 05:59:54 +0000</pubDate>

									<content:encoded><![CDATA[<p>Great topic to kick things off. The historical arc here is pretty clear if you look at how engine teams stopped fighting the allocator and started designing around allocation patterns instead. Early engines leaned on raw malloc/free and fixed heaps,&hellip;</p>
]]></content:encoded>
				
				
							</item>
		
	</channel>
</rss>