Garbage Collection and gamedev - tl;dr Yes we want it, so let's solve it
Araq
rumpf_a at web.de
Wed Nov 25 06:35:11 UTC 2020
On Wednesday, 25 November 2020 at 06:21:21 UTC, Paulo Pinto wrote:
>
> ARC/RC also stops the world, hence the typical optimization to
> move the referenced data to a background thread when the
> reference count reaches zero for cleanup, and use of
> deferred/hazardous pointers.
>
> Which when coupled with a couple of other optimizations, it
> becomes hardly indistinguishable from basic tracing GC
> algorithms.
Except that it's an algorithm oblivious to the involved heap
sizes. And that it doesn't require heuristics how to handle the
different "generations" (as there are none). And that it requires
much less memory. And that it works well with custom destructors.
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