Game and GC
solidstate1991
laszloszeremi at outlook.com
Mon Apr 9 00:25:21 UTC 2018
On Saturday, 24 February 2018 at 07:12:21 UTC, Guillaume Piolat
wrote:
> From my experience a combination of the following is necessary:
> - not having the audio thread registered
> - using pools aggressively for game entities
Also you can save a lot of clockcycles if you put @nogc
everywhere you don't allocate on the heap, the stack will be
automatically cleaned up.
I'm currently thinking on restructuring the way my engine handles
display lists on sprites (dynamic array contains the priority,
multiple associative arrays for Coordinates, sprites,
attributes), however if enabling exception handling in @nogc
parts will enable associative array indexing, I'll just skip the
whole procedure, otherwise probably moving the whole thing to
rbtree.
More information about the Digitalmars-d-learn
mailing list