On Wednesday, 29 July 2015 at 17:09:52 UTC, Namespace wrote:
On Wednesday, 29 July 2015 at 09:25:50 UTC, Snape wrote:
I'm in the early stages of building a little game with OpenGL
(in D) and I just want to know the facts about the GC before I
decide to either use it or work around it. Lots of people have
said lots of things about it, but some of that information is
old, so as of today, what effect does the GC have on the
smooth operation of a real-time application? Is it pretty
noticeable with any use of the GC or only if you're
deallocating large chunks at a time?
http://3d.benjamin-thaut.de/?p=20
Note that this was 3 years ago, so there have been GC
improvements since then. I'm not sure what the results would be
like today (or what the code is like in terms of needless
allocations).
That being said, you probably want to avoid the GC as much as
possible for games. Luckily we have tools like -vgc to help with
that now (and @nogc, but I still consider this mostly unusable
thanks largely to exceptions).