On Monday, 18 February 2013 at 10:35:59 UTC, Benjamin Thaut wrote:
I wen't down this path already and I ended up not using the GC at all:

http://3d.benjamin-thaut.de/?p=20

http://dlang.org/garbage.html has a list of features that rely on GC and I would say everything in this list is something you cannot (simply) do without dynamic allocation.

And as far as I'm concerned, you don't want to use even dynamic allocation in a game due to real-time constraints, since any dynamic allocation is non-deterministic. I don't know any "serious" project that doesn't use pre-allocation and stuff.

Do I understand it correctly, that you pointed out the parts in druntime/phobos that "overrely" on GC (could be done without it, but done otherwise)?

Cause if not - avoiding everything from that list should make GC present almost unnoticeable. And that's what you want to do anyways, whether GC is present or not, if you're really targeting real-time.

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