manual memory management

deadalnix deadalnix at gmail.com
Tue Jan 8 15:21:05 PST 2013


On Tuesday, 8 January 2013 at 16:12:41 UTC, Benjamin Thaut wrote:
> My impression so far: No one who is writing a tripple A gaming 
> title or engine is only remotly interested in using a GC. Game 
> engine programmers almost do anything to get better performance 
> on a certain plattform. There are really elaborate taks beeing 
> done just to get 1% more performance. And because of that, a GC 
> is the very first thing every serious game engine programmer 
> will kick. You have to keep in mind that most games run at 30 
> FPS. That means you only have 33 ms to do everything. 
> Rendering, simulating physics, doing the game logic, handling 
> network input, playing sounds, streaming data, and so on.
> Some games even try to get 60 FPS which makes it even harder as 
> you only have 16 ms to compute everything. Everything is 
> performance critical if you try to achive that.
>

That is a real misrepresentation of the reality. Such people 
avoid the GC, but simply because they avoid all kind of 
allocation altogether, preferring allocating up-front.


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