On Wednesday, 5 February 2014 at 09:27:50 UTC, Benjamin Thaut wrote:
Am 29.01.2014 19:07, schrieb Ryan Voots:
I've started a fork of YAGE in an attempt to revive it. So far I'm still working on porting it to build with dub and D2, but it's coming along faster than I had expected. I figured I should let people know in
case anyone wants to help.

https://bitbucket.org/simcop2387/yage

How do you deal with GC pause times?

At the moment I don't think it really does deal with GC pause times and it's one of the things that will need to be dealt with. I believe it's possible (I am still learning much of D) to tell it to not do any GC during critical paths which should help keeping it from mangling things mid-frame. There also appears to be some threading support already in the engine to do rendering on a seperate thread which should help out at keeping frame rates up if the GC can be kept to a minimum there.

In any case I'm not currently aiming for getting the engine capable of 300fps with very low latency as it isn't necessary for what I'm after though once it's working I certainly won't turn down someone who wants to get it that far.

What I'm hoping to get out of this is more a basic framework for relative ease for making games more like say the engine Unity provides or some of the other things out there.

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