On Friday, 6 July 2018 at 15:53:56 UTC, Ecstatic Coder wrote:
With D, ANY forgotten allocation during the game loop (and I really mean even JUST ONE hidden allocation somewhere in the whole game or engine), may cause the game to regularly freeze at the wrong time, because of an unwanted GC. Hence the phobia.

You make it sound like a C++ game codes, debugs, profiles and optimizes itself.
And like there are no gotchas with C++.

Anyway, I know I'm on a D forum here, so "those who don't want to understand won't, and those who want will", to paraphrase a former poster here.

Well, it appears that you don't.

And since you point out the D forum folks, I know game developers are a very special lot, too, with ther mantra like repetition of GC is the devil, acting like it's 1985 and the need to count clock cycles and top-of-the-food-chain I-never-make-mistakes arrogance like nobody else knows how to write fast code, yet most games of those clever guys are bug ridden pieces of poor quality even years after release, including top AAA titles *cough* TES. Despite - or more likely because - being made in C++.

Maybe performance aware game developers would do well to also adopt the idea of code quality and D offers a lot in that regard. Plus C++ish performance on top of that.

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