3 ms·
So, I will point out that in the case of frequent allocations and deallocations of small objects, most managed memory environments tend to have a bad time. This
by angersock 12y ago
So, I will point out that in the case of frequent allocations and deallocations of small objects, most managed memory environments tend to have a bad time. This is forgivable but there will inevitably be GC pauses to clean up lots of internal fragmentation.
For game development, this is far more noticeable than in other applications, specially because there tend to be both lots of these allocations when doing vector arithmetic for graphics, physics and gameplay, and also because there is by definition a human being with 100% focus on what the program is doing and watching for any perceived choppiness.
For this reason, one of the first things to do when attempting game programming in these environments is to reach for a pooled math library.