Microsoft working on new systems language
develop32
develop32 at gmail.com
Sun Dec 29 17:09:24 PST 2013
On Sunday, 29 December 2013 at 23:14:59 UTC, Ola Fosheim Grøstad
wrote:
> On Sunday, 29 December 2013 at 22:27:43 UTC, Walter Bright
> wrote:
>> Your reply doesn't take into account that you can control if
>> and when the GC runs fairly simply. So you can run it at a
>> time when it won't matter to the cache.
>
> In a computer game GC should run frequently. You don't want to
> waste memory that could be used to hold textures on GC
> headroom. Realtime audio applications should run for 1 hour+
> with absolutely no hiccups and very low latency.
>
> Working around the limitations of a naive GC implementation is
> probably more work than it is worth.
I work on a somewhat large game using D, there is no GC running
because there are no allocations. As far as I know, people tend
not to use system primitives like malloc/free in C++ games either
as even those are too slow.
And why would you store textures in RAM?
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