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Note that GDScript (the primary scripting language for Godot) also uses reference counting for its memory management, so it doesn't have the GC pause issues. T
by cyber_kinetist 3y ago
Note that GDScript (the primary scripting language for Godot) also uses reference counting for its memory management, so it doesn't have the GC pause issues.
This isn't just a language-specific feature and is actually one of the core design decisions made in the C++ engine. Almost every object in Godot inherits the RefCounted base class - as a consequence even in C# scripting mode Godot-specific objects generally have reference counting semantics (and therefore also provides the WeakRef type to deal with reference cycles yourself.)
- zengid 3y ago> Note that GDScript (the primary scripting language for Godot) also uses reference counting for its memory management, so it doesn't have the GC pause issues. This is a great point, and something someone pointed out in the Q/A portion at the end.. I don't think Icaza cared though, he seemed very motivated to slay the dragons of his past and make good after working so hard to integrate C# into Godot. There's another talk about the GDScript from the same conference that I've been meaning to finish watching: https://www.youtube.com/watch?v=WNR4Tne5DRE https://www.youtube.com/watch?v=WNR4Tne5DRE