One of the interesting bits about the article was their memory allocation scheme. Each game frame they'd allocate a single huge memory pool and then allocate from it by simply incrementing a pointer into the pool. I think this is what you describe as a slab allocator, because they never free()'d their allocations, they just recycled the pool after each frame had been rendered.
I kindof see slab allocator as a happy middle ground between allocating temporary memory from the stack and full-blown free-list allocator (or whatever your classic malloc implementation is.)
Are there any high level languages that have the ability to provision fast memory allocation pools like a slab where garbage collection occurs when the slab is no longer accessible, for instance?