On 2/5/2014 4:27 AM, Benjamin Thaut wrote:
How do you deal with GC pause times?

I had originally hoped to make the render loop GC-free and have games designed so they only run a gc cleanup when a dialog window was opened. I had been pushing for the @nogc attribute so I could easily ensure no collections would occur inside the render loop. I hoped to use freelists for objects so they could be reclaimed after deletion.

I was also hoping to push for a time-limited GC collection, e.g. gc.collect(10!msec);. This would run the gc for up to 10 milliseconds and then stop. I would set the time to 16.7ms minus the max of the current physics and render frame times, to ensure it always ran at 60 fps. But I don't know if it's technically possible to construct a GC this way.

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