Garbage Collection and gamedev - tl;dr Yes we want it, so let's solve it
Paulo Pinto
pjmlp at progtools.org
Fri Nov 27 07:11:08 UTC 2020
On Thursday, 26 November 2020 at 23:10:41 UTC, ryuukk_ wrote:
> On Thursday, 26 November 2020 at 23:09:12 UTC, ryuukk_ wrote:
>> https://technology.riotgames.com/news/leveraging-golang-game-development-and-operations
>
> Oops forgot to add my text
>
> As maybe people said, the industry doesn't mind the GC, as long
> as the job is done in an efficient way, GO gc seems to scale
> super well, since GO is opensource, is it possible to somewhat
> copy their GC, add their GC as a custom GC (since you can setup
> your own GC in D)
It doesn't need to be opensource as such, the point is "as long
as the job is done".
Even C and C++, now the elite languages of game development were
seen back in the day as "Unity", because any serious game
developer would be using Assembly (or C, by the time C++ started
gaining some traction).
This is relatively easy to check still, you just need to go dig a
bit on archives from books, magazines and BBS/USENET posts. One
day theses sources will eventually vanish though, and with luck
some do end up in some sort of museum.
Many also forget that before a language gets traction to be used
in games, it has gone through the long path of adoption via tool
building. This is where Java and .NET started to gain traction
initially, by replacing MFC based tools, and then being the
languages used for the server side.
Not everyone is doing Crysis (I guess it is time to replace the
example with Fortnight, written in Unreal C++/Blueprints, with
their GC infrastructure), and as proven by Minecraft, there is
more to be successful in games than if the language has a GC or
not.
Besides, everyone using DirectX or Metal, is using a GC
(reference counted based) on their game stack anyway.
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