T Willingham wrote:
On Sat, Nov 1, 2008 at 3:15 AM, Neal Alexander <[EMAIL PROTECTED]> wrote:
Even when generating one or more copies of "world" per frame the performance
stays fine and allocations are minimal.
Who says? That may be your particular experience from your particular
tests. In my case, any copy of the "world" on each frame would have a
catastrophic effect on the framerate, for any such definition of
"world".
Yea, this is just from my recent experience messing with a game engine
in Haskell - I'm only a few months into it though.
So far, the GC hasn't been anywhere close to having a problem keeping up
with the monitors refresh rate. Even with several world states being
folded into a frame.
The memory usage is pretty flat too, at least with GLFW (the GLUT
bindings had some issues there iirc).
The test is pulling a pretty constant 1500 fps on this machine with the
background + 1 character running around and resources being streamed in
lazily. Not that that means much, but at the very least a GC run isn't
noticeable on the current data set.
Initially i expected this setup to perform badly, but i tried it anyway
out of curiosity. We'll see how it goes with full sets of data later i
guess heh.
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