However, for an ancient platform on modern hardware I guess the per-frame budget is plentiful even for an emulator.
That being said, it is still doable to avoid allocations and the standard library has become much better with not allocating unless really necessary. A lot of the newer things with Span<T> enable zero-allocation usage of certain APIs that before would have allocated.
This requires some care though, as the struct may still be copied needlessly if it is not also marked as `readonly` [2].
[1] - https://blogs.msdn.microsoft.com/mazhou/2018/03/02/c-7-serie... [2] - https://docs.microsoft.com/en-us/dotnet/csharp/write-safe-ef...
D also has something similar as compiler switch.
The .Net garbage collector is a highly optimized generational garbage collector. Practices like pre-allocating and pooling are discouraged, because most of the time they are premature optimization.
In general, the best way to think about it is to pretend that the garbage collector is a built-in library for pooling and reusing objects.
If, early in your project's lifecycle, you suspect that you'll need to implement your own object pool, just start with stub "Get/Recycle" methods that call new / no-op. You can always swap in a pool later.