3 ms·
> what I find so deeply frustrating is that the argument that GC can't work in a game engine is never qualified The program having a say in how the GC behaves
by PavlovsCat 7y ago
> what I find so deeply frustrating is that the argument that GC can't work in a game engine is never qualified
The program having a say in how the GC behaves would be one requirement IMO.
> you could run a GC on every single frame and use less than 3% of your frame budget on the GC pause
Could I? In what languages?
- zemo 7y agonot sure about other managed runtimes but in Go you can disable the automated GC scheduling and schedule it yourself. The GC runs in sub-millisecond time. https://blog.golang.org/ismmkeynote https://blog.golang.org/ismmkeynote the point isn't "Go is good enough", because I don't know if it is because the requirements are not stated particularly clearly. If the GC took zero time, duh, it would work and people could use it, it would save them some error cases and make their programming lives easier. If the GC took 3 seconds, it doesn't work. There exists some latency value under which a GC is fast enough that there's no sane argument for -not- using it. What is that value? That's the question at hand.
- PavlovsCat 7y agoThe question is control; not just total latency, but when exactly it occurs.