On Tue, Aug 24, 2010 at 2:47 PM, Neil Toronto <neil.toro...@gmail.com> wrote: > > In my defense, I was talking about framerate, not total or average cost of > memory management.
That is very different situation. > Games are really almost real-time apps. I'd say that they *are* real-time apps. You really want to be prepared to redraw at every frame. `Hard' real-time GC is possible, but tricky. With processors so fast these days, it'd be interesting to do a real-time GC and see how it performs. Obviously the total or average delay would be longer, but it'd be interesting to try to put a hard limit on the pause time and pause ratio. > I'm still doing the game universe-style, so I haven't moved to mutation yet. > I'm halfheartedly considering it. I'll probably try an allocation pool of > same/similar-sized arrays first. I'd gladly pay half of my ideal 16ms per > frame to eliminate hitches. I'm currently playing `Red Dead Redemption' and there are a huge number of `glitches' in the game that are obviously caused by mutation errors (that is, they didn't do the mutation correctly). These can be quite hilarious. I've seen boxes floating in mid-air, people buried up to their neck in the ground (and acting quite non-chalant about it), and one character was nailing some thin air. -- ~jrm _________________________________________________ For list-related administrative tasks: http://lists.racket-lang.org/listinfo/dev