Idea #1 on integrating RC with GC

Manu turkeyman at gmail.com
Sun Feb 9 20:26:00 PST 2014


On 10 February 2014 14:15, Manu <turkeyman at gmail.com> wrote:

> On 10 February 2014 06:15, francesco cattoglio <
> francesco.cattoglio at gmail.com> wrote:
>
>> However, the last point was directed to the D community. The language
>>> needs to be more focused on being very good at some key areas, not cover
>>> everything.
>>>
>> I totally agree on this, but the problem here is that
>> there are game developers out there, willing to use D. I also see lots of
>> movement from hobbysts. We can't ignore them completely. Undefinedly long
>> pauses are really bad for them, and something needs to be done. Be it in
>> user code, library solution or as core part of the language.
>>
>> I agree that AAA titles are not the main right now, but this doesn't mean
>> indie projects shouldn't be doable. After all, 150 milliseconds pauses are
>> really annoying for pretty much any first person game.
>>
>
> The only company I know of that has made a commercial commitment to D is a
> AAA games company...
>

Sorry, I obviously mean, "the only *games* company..."

150ms pause isn't only annoying, it's the sort of bug that might have your
title refused for release by the platform vendors.
And people seem to forget promptly after every single time I repeat myself:
 * The GC frequency of execution is directly proportional to the amount of
_free memory_. In console games; NONE.
 * The length of the associated pause is directly proportional to the
amount of memory currently in use. In console games; all of it.

This doesn't only describe games, it describes any embedded environment.
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