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    <title>Memory on Coyote Time</title>
    <link>https://blog.jonmikeys.com/tags/memory/</link>
    <description>Recent content in Memory on Coyote Time</description>
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      <title>Flyweight and Object Pooling: Share What Repeats, Reuse What Churns</title>
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      <pubDate>Thu, 15 Oct 2026 00:00:00 +0000</pubDate>
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      <description>Flyweight shares the data that repeats across thousands of objects. Object pooling reuses the instances that keep being created and destroyed. This guide covers ScriptableObject definitions, UnityEngine.Pool, handle-based pools, reset bugs, and when neither is worth it.</description>
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      <title>Memory Arenas in Game Code: Fast Scratch Space, Not a General Allocation Strategy</title>
      <link>https://blog.jonmikeys.com/posts/memory-arenas-in-game-code/</link>
      <pubDate>Tue, 18 Aug 2026 00:00:00 +0000</pubDate>
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      <description>How I use arena allocators for frame-local scratch data, why they beat per-object frees, and why they are not a replacement for pooling or the GC.</description>
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