On Tuesday, 8 January 2013 at 16:12:41 UTC, Benjamin Thaut wrote:
My impression so far: No one who is writing a tripple A gaming title or engine is only remotly interested in using a GC. Game engine programmers almost do anything to get better performance on a certain plattform. There are really elaborate taks beeing done just to get 1% more performance. And because of that, a GC is the very first thing every serious game engine programmer will kick. You have to keep in mind that most games run at 30 FPS. That means you only have 33 ms to do everything. Rendering, simulating physics, doing the game logic, handling network input, playing sounds, streaming data, and so on. Some games even try to get 60 FPS which makes it even harder as you only have 16 ms to compute everything. Everything is performance critical if you try to achive that.


That is a real misrepresentation of the reality. Such people avoid the GC, but simply because they avoid all kind of allocation altogether, preferring allocating up-front.

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