--- Comment #128 from Vladimir <thecybersha...@gmail.com> 2011-04-15 02:14:17
(In reply to comment #127)
Thank you for your insight!
> So from a game's developers point of I need to know when the GC will run
> by configuration or by manually driving it.
You can disable automatic garbage collection and manually invoke a collection
> Both allow me to run a frame with
> most of the AI and physics disabled to give more of the time to the
This won't work for multiplayer games where the game state must be kept in sync
on all sides.
> Ideally the GC would be able to run in less time than a single frame (say
> 10-15ms for a 30fps game).
Moving GCs are bound to be slower than the current one, but heap compaction
probably doesn't need to happen as often as a simple GC run to reclaim memory.
> Taking away some amount of time every frame is also acceptable.
> For example spending 1ms of every frame to do 1ms worth of data
> movement or analysis for compacting would be a reasonable thing to allow,
The current GC doesn't support incremental runs. Jeremie Pelletier has written
a garbage collector some time ago which can do a shallow scan and only collect
objects with no immediate references: http://pastebin.com/f7a3b4c4a
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