Status on Precise GC

Benjamin Thaut code at benjamin-thaut.de
Fri Sep 7 23:44:11 PDT 2012


Am 08.09.2012 03:56, schrieb Tyler Jameson Little:
> This issue on bugzilla hasn't been updated since July 2011, but
> it's assigned to Sean Kelly:
> http://d.puremagic.com/issues/show_bug.cgi?id=3463
>
> I've found these threads concerning a precise GC:
>
> http://www.digitalmars.com/d/archives/digitalmars/D/learn/Regarding_the_more_precise_GC_35038.html
>
>
> http://www.digitalmars.com/d/archives/digitalmars/D/How_can_I_properly_import_functions_from_gcx_in_object.di_171815.html
>
>
> Is this issue obsolete, or is it being worked on?
>
> Reason being, I'm writing a game in D and I plan to write it in
> nearly 100% D (with the exception being OpenGL libraries and the
> like), but I know I'll run into problems with the GC eventually.
> If this is an active project that may get finished in the
> relative near term (less than a year), then I'd feel comfortable
> knowing that eventually problems may go away.
>
> I want to eventually make this work with ARM (Raspberry PI &
> cubieboard), and the GC is a major blocker here (well, and a
> cross-compiler, but I'll work that out when I get there).
>
> I'm using dmd atm if that matters.
>
> Thanks!
>
> Jameson

About a year ago I have been at the same point then you are now, and 
afterwars I tell you that you should write your project without a GC 
from the start. See my article about this:
http://3d.benjamin-thaut.de/?p=20

GCs are usually not very good for games, unless you have a concurrent 
generational incremental non stop the world GC like .Net 4 (Which they 
created only for XNA 4)

Kind Regards
Benjamin Thaut


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