http://d.puremagic.com/issues/show_bug.cgi?id=3463
Trass3r <mrmoc...@gmx.de> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |mrmoc...@gmx.de --- Comment #128 from Vladimir Panteleev <thecybersha...@gmail.com> 2011-04-15 02:14:17 PDT --- (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 > either > by configuration or by manually driving it. You can disable automatic garbage collection and manually invoke a collection right now. > Both allow me to run a frame with > most of the AI and physics disabled to give more of the time to the > collector. 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 --- Comment #129 from Trass3r <mrmoc...@gmx.de> 2011-07-18 05:15:44 PDT --- What's the status of this? Why is every patch marked obsolete? -- Configure issuemail: http://d.puremagic.com/issues/userprefs.cgi?tab=email ------- You are receiving this mail because: -------