> AFAIK game development is also more and more about avoiding dynamic allocation.
That might have been the case ~30 years ago on platforms like the Gameboy (PC games were already starting to use C++ and higher level frameworks) but certainly not today. Pretty much all modern game engines allocate and deallocate stuff all the time. UE5's core design with its UObject system relies on allocations pretty much everywhere (and even in cases where you do not have to use it, the existing APIs still force allocations anyway) and of course Unity using C# as a gameplay language means you get allocations all over the place too.
This is far from common in practice and it is only applied sporadically. Something like allocating formatted strings for the HUD is IME much more common (and done in UE5/C++ too, so not even a C# forcing GC excuse).
That might have been the case ~30 years ago on platforms like the Gameboy (PC games were already starting to use C++ and higher level frameworks) but certainly not today. Pretty much all modern game engines allocate and deallocate stuff all the time. UE5's core design with its UObject system relies on allocations pretty much everywhere (and even in cases where you do not have to use it, the existing APIs still force allocations anyway) and of course Unity using C# as a gameplay language means you get allocations all over the place too.