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> 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 pol
by 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.