Am 06.02.2014 05:42, schrieb JoeCoder:
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.

It is, lua has such a collector. But I'm not sure if it is possbile to do with a impercise collector like D has.

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