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Yep, handy.

Another handy use of this is if you pipeline your game loop - ie in frame N, doing simulation for frame N, and rendering for frame N-1. If you can afford the extra frame of latency. In that case you'll have two of these and persist the memory for two frames.

Even more handy than this if you have a real producer/consumer pair of systems - ring buffers :)


Also, this is *almost* production ready, if you remove those offensive leading underscores ;)

I know everyone scoffs at it, but there's the whole "identifiers with leading underscore + uppercase letter are reserved by by implementation"

Stephen Nichols

LOL! Offensive leading underscores, eh? ;)

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