4 ms·
emphasis on gameplay code. And even there, if you target 60fps (sure a minority of developers), then GC is a liability at best.
by jdright 8y ago
emphasis on gameplay code. And even there, if you target 60fps (sure a minority of developers), then GC is a liability at best.
- pjmlp 8y agoBut that is exactly the point. One should not constrain productivity just based on hypothetical goals, web scale and such similar arguments. Doing the next Fortnite, Crysis or ground breaking AR/VR/Ray Tracing? Sure, every ms/byte counts. Doing a typical Flash like casual game, game prototypes at Ludum Dare, participating at IGF? Having a GC around isn't the biggest concern.
- derefr 8y ago> Doing a typical Flash like casual game, game prototypes at Ludum Dare, participating at IGF? Having a GC around isn't the biggest concern. But for those cases, what would move you to use D instead of an entirely memory-safe language like Python or Lua? To justify using D for games, you'd need to find a use-case where speed (e.g. targeting 60fps) is high-priority enough to be writing a lot of low-level code; and yet, where "having a CG around" still won't cause problems. Can you think of one?