So what exactly is coming with extended C++ support?

Szymon Gatner via Digitalmars-d digitalmars-d at puremagic.com
Tue Sep 30 03:15:05 PDT 2014


On Tuesday, 30 September 2014 at 09:53:41 UTC, Johnathan wrote:
> On Tuesday, 30 September 2014 at 08:48:19 UTC, Szymon Gatner 
> wrote:
>> I realize AAA's have have their reasons against GC i but in 
>> that case one should probably just get UE4 license anyway.
>
> UE4 uses a GC internally. The issue with using D's GC for games 
> is a matter of quality/adaptability.

True, but not in the sense that it is using GC-based language. It 
is custom C++ solution tailored for the purpose.

> Allocations in games should be rare (and after game startup, 
> should mostly be small objects, if there's any allocations at 
> all), so a GC for games would need minimal pauses and extremely 
> quick small allocations.

All true again, pre-allocation can fix lots of pause issues. And 
simply not using GC in tight loops. While not the greatest fan of 
Unity, it proved that GC (on top of of VM) is not a concern for 
(I argue) most of gamedev. Minecraft was originally written in 
Java for crying out loud yet it didn't stop it from becoming 
gigantic success.



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