Game and GC
Chris Katko
ckatko at gmail.com
Mon Apr 9 01:01:18 UTC 2018
On Monday, 9 April 2018 at 00:25:21 UTC, solidstate1991 wrote:
> 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.
Why... associative arrays? Wouldn't that become expensive when
you hit 1,000s, or 10,000's of objects, for something as tiny as
a coordinate (two or three floats) lookup?
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