4 ms·
Game developers are always trying to push the boundaries. The only game engines without performance issues are ones hardly being used.
by jmull 2mo ago
Game developers are always trying to push the boundaries. The only game engines without performance issues are ones hardly being used.
- slopinthebag 2mo agoThere is a difference between pushing more polygons or higher resolution, and trying to fix stutters caused by the GC…
- pjmlp 2mo agoAlternatively they could be fixing stutters caused by using malloc() on the wrong place.
- slopinthebag 2mo agoMuch rarer and easier problem to deal with. Besides, bump allocators are widely used in games programming, which essentially eliminates this entire class of performance issues. Good luck using one in a GC'ed language.
- jmull 2mo agoThere isn’t though. Garbage collectors aren’t magical black boxes with no levers, and you can use them how you like. You address performance problems relating to GC the same as you do anything else: measure, analyze, optimize, repeat.
- slopinthebag 2mo agoThe difference is that you don't need to be pushing the boundaries at all to get into trouble with the GC. All you have to do is use it as it's intended.