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Last time I looked, you could turn the D garbage collector off (both completely and temporarily). While Unity uses C#, it still seems to use C/C++ components f
by dkersten 14y ago
Last time I looked, you could turn the D garbage collector off (both completely and temporarily).
While Unity uses C#, it still seems to use C/C++ components for graphics and physics and such (going by the libraries it uses internally, anyway) and allows you to call native code if you wish.
- p0nce 14y ago> Last time I looked, you could turn the D garbage collector off (both completely and temporarily). You can, but it's hard to ensure a strict no-allocation policy afterwards (someone did it recently). A moderate amount of allocations each frame is usually ok, and this routinely happens in C++ engines too. In my opinion, it's absolutely possible to make a game with D and GC enabled. It's a bit like not making too much drawcalls in a frame. Eg. for this game I only made one struct pool and that was it: http://www.gamesfrommars.fr/wormhol/ http://www.gamesfrommars.fr/wormhol/
- dkersten 14y agoSure, you can do pool allocations in, eg, Java too.