Java > Scala
Jeff Nowakowski
jeff at dilacero.org
Wed Nov 30 13:23:01 PST 2011
On 11/30/2011 03:58 PM, bigsandwich wrote:
>
> "Usually garbage collected" in the case of Unreal refers to Unreal
> Script which is not C++ at all. Its a language similar to Java that
> is compiled into bytecode.
It doesn't say that in the slides. It says that they use C++ *and*
script code. The slides are also talking about Gears of War, too, not
just Unreal.
> Most games use allocations schemes for different parts of the game,
> including garbage collection.
Which just repeats what I said, "I assume by this he means that for C++
the developers end up writing their own garbage collector inside the
program."
> You wouldn't want to use GC in performance critical code anyway, so
> it probably doesn't matter that its that slow.
Check the slides again. It has to run at 30-60 frames per second. This
is "soft" real-time.
> What does matter is having a way to isolate GC to the few libraries
> where your willing to pay for it and turn it off for everything
> else.
Interestingly enough, under Musings he says, "Memory model: Garbage
collection should be the only option". Real-time garbage collection that
actually works well in a game setting would be the ideal.
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