Better branding of -betterC

Paulo Pinto pjmlp at
Mon Nov 16 18:56:12 UTC 2020

On Monday, 16 November 2020 at 16:56:14 UTC, ryuukk_ wrote:
> On Sunday, 15 November 2020 at 17:14:57 UTC, Paulo Pinto wrote:
>> On Sunday, 15 November 2020 at 15:24:39 UTC, ryuukk_ wrote:
>>> On Sunday, 15 November 2020 at 07:55:22 UTC, Mike Parker 
>>> wrote:
>>>> On Sunday, 15 November 2020 at 07:11:01 UTC, ryuukk_ wrote:
>>>>> On Friday, 13 November 2020 at 22:56:03 UTC, rinfz wrote:
>>>>>> On Wednesday, 11 November 2020 at 22:15:18 UTC, ryuukk_ 
>>>>>> wrote:
>>>>>>> NO GC at all! custom allocator friendly
>>>>>> Out of interest, what are your problems with GC?
>>>>> for game engines, GC is not a good thing
>>>> As a blanket statement, that's just not true. There's a 
>>>> whole universe of games and game engines you can make where 
>>>> the GC isn't even going to be a blip on the radar.
>>> those who don't write games or game engines are always the 
>>> ones telling you that you shouldn't care
>>> then you listen to them and you wonder why your game stutters 
>>> with 50ms pauses (4frames at 60fps) every few seconds
>> Then there are those that keep forgeting that there is more to 
>> the game developers world than trying to crack out yet another 
>> Fortnite or Crysis.
>> Thankfully Markus Persson ignored opinions like yours.
> Thankfully we have people who think like you, so nobody uses D 
> for gamedev, despite that category being the most popular in 
> every stores

They use Unity, Unreal, Xenko, Monogame, CryEngine, Godot, 
HoloLens UWP instead.

All of them with support for tracing GC alongside C# for various 
levels go game scripting, and Unreal even uses their own C++ GC 

Ah, and then two of the major 3D APIs, namely DirectX and Metal, 
make use of reference counting, which despite all cargo cult 
around GC vs RC, it is a GC algorithm as per CS definiton, 
chapter 5 of the renowed Garbage Collection handbook.

Have fun with your GC hate.

Do you know what? People like you used to argue against using C 
and Pascal for doing games.

Then the same people, that grundgely adopted them, started to use 
the same arguments against C++.

Some devs can only move forward when platform owners drag them 
out of their confort zone.

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