2 ms·
400, in my case. But the problem is valid. In games every nanosecond counts, which is why the control manual memory allocation offers is so attractive. It's a
by teamonkey 17y ago
400, in my case.
But the problem is valid. In games every nanosecond counts, which is why the control manual memory allocation offers is so attractive.
It's a problem that even small, single-unit game developers have. On the indie game dev forums, fighting against the .Net/Java GC is a common topic. When the GC kicks in, your framerate usually suffers and you waste productivity with tricks to avoid triggering it. When you have multiple cores, asynchronous GPUs and multi-threaded OSes it affects anything other than the most basic of games.
Having said that, in http://lambda-the-ultimate.org/node/1277 http://lambda-the-ultimate.org/node/1277 Tim Sweeney (of Epic, developers of Gears of War and the Unreal Engine middleware) says:
"Will gladly sacrifice 10% of our performance for 10% higher productivity" and also "Garbage collection should be the only option"
That presentation is a good summary of the current situation of AAA-games programming (well, three years old, but still) and why Epic are programming in C++ and not Haskell or some other functional language, even though they'd like to. Well worth a read.