On Monday, 30 December 2013 at 01:09:26 UTC, develop32 wrote:
I work on a somewhat large game using D, there is no GC running because there are no allocations.

That's cool!

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.

It is not uncommon to use your own allocator or only allocate big chunks, true.

And why would you store textures in RAM?

Because you want to stream them to the GPU when you walk across the land in a seamless engine?

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