Elektrine lite

← Feed

@blair@mastodon.gamedev.place

Post #1898359

2026-04-05 06:40 UTC

@NohatCoder Fun bit of trivia: I did this on God of War (2017) because I couldn’t find which job was stomping over another’s stack. I allocated 1024 stacks and gave a new one to each job. It took a few frames before I exhausted them and had to reuse one. But the stacks had virtual addresses that were unmapped the moment a job was done — so if a stack pointer was used after a job, it crashed! Which it never did — turns out, I wasn’t chasing a memory stomp. But that’s a story for another day.

Replies (0)

No replies.