I'm converting a C# project to C++ and have a question about deleting objects after use. In C# the GC of course takes care of deleting objects, but in C++ it has to be done explicitly using the delete
keyword.
My question is, is it ok to just follow each object's usage throughout a method and then delete it as soon as it goes out of scope (ie method end/re-assignment)?
I know though that the GC waits for a certain size of garbage (~1MB) before deleting; does it do this because there is an overhead when using delete?
As this is a game I am creating there will potentially be lots of objects being created and deleted every second, so would it be better to keep track of pointers that go out of scope, and once that size reachs 1MB to then delete the pointers?
(as a side note: later when the game is optimised, objects will be loaded once at startup so there is not much to delete during gameplay)