On Sunday, 29 December 2013 at 23:14:59 UTC, Ola Fosheim Grøstad
wrote:
On Sunday, 29 December 2013 at 22:27:43 UTC, Walter Bright
wrote:
Your reply doesn't take into account that you can control if
and when the GC runs fairly simply. So you can run it at a
time when it won't matter to the cache.
In a computer game GC should run frequently. You don't want to
waste memory that could be used to hold textures on GC
headroom. Realtime audio applications should run for 1 hour+
with absolutely no hiccups and very low latency.
Working around the limitations of a naive GC implementation is
probably more work than it is worth.
I work on a somewhat large game using D, there is no GC running
because there are no allocations. As far as I know, people tend
not to use system primitives like malloc/free in C++ games either
as even those are too slow.
And why would you store textures in RAM?