On Wednesday, 15 July 2015 at 12:34:18 UTC, Ola Fosheim Grøstad wrote:
When I say "game dev", I actually mean engines for demanding interactive audio-visual applications for mobile and desktop.

That could be custom sound editors, video editors, paint programs, computer games, art installations, information kiosk applications, interactive simulations, educational software etc.

Though they are not as demanding interactive as shooters (maybe except for realtime interframe, but that's a video playback, not an editor). So what's true for shooters may be not true for other games. My point is if you care about market adoption you should look at numbers and should not overlook sizeable targetable parts of the market.

On Wednesday, 15 July 2015 at 09:05:07 UTC, Ola Fosheim Grøstad wrote:
Yes, I think one only need a local GC for gameworld objects/NPCs/AI/scripting, so a GC could be limited to a specific graph/allocator right after execution when the memory is hot (programmer guaranteeing that there are no unregistered external pointers). It could indeed complete quickly for many game worlds.

This would work for request-response services too. Notice that memory allocated during request usually doesn't live longer than the request and requests are independent. But it's less pleasant than jvm and .net that just work in most realistic scenarios and do it reliably.

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