I have a plan.. I really DO
wjoe
none at example.com
Fri Jul 6 17:26:26 UTC 2018
On Friday, 6 July 2018 at 15:53:56 UTC, Ecstatic Coder wrote:
> With D, ANY forgotten allocation during the game loop (and I
> really mean even JUST ONE hidden allocation somewhere in the
> whole game or engine), may cause the game to regularly freeze
> at the wrong time, because of an unwanted GC. Hence the phobia.
You make it sound like a C++ game codes, debugs, profiles and
optimizes itself.
And like there are no gotchas with C++.
> Anyway, I know I'm on a D forum here, so "those who don't want
> to understand won't, and those who want will", to paraphrase a
> former poster here.
Well, it appears that you don't.
And since you point out the D forum folks, I know game developers
are a very special lot, too, with ther mantra like repetition of
GC is the devil, acting like it's 1985 and the need to count
clock cycles and top-of-the-food-chain I-never-make-mistakes
arrogance like nobody else knows how to write fast code, yet most
games of those clever guys are bug ridden pieces of poor quality
even years after release, including top AAA titles *cough* TES.
Despite - or more likely because - being made in C++.
Maybe performance aware game developers would do well to also
adopt the idea of code quality and D offers a lot in that regard.
Plus C++ish performance on top of that.
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