On 7/14/2014 10:09 AM, Manu via Digitalmars-d wrote:

Google aren't really in the high-end gamedev business. I'm sure I could
make Angry Birds run without dropping frames with a GC that took no more
than 6ms... a real game, not so simple.


Just nitpicking on terminology here, but a lot of the high-end-performance ones aren't "real games" so much as movies sprinkled with some semi-interactive stuff. Basically spiritual extensions of Dragon's Lair. Angry Birds is far more of a "real" videogame than, say, Assassin's Creed or The Last of Us, as the focus is on gameplay rather than story telling and cinematography.

But I understand your point. It would have been much harder for "The Last Of Us" to be as graphically competitive with a GC.


I'm particularly worried about libraries. I can do whatever I have to with
memory that I control.
You can't approach a modern ambitious project without depending on probably
10s of libraries.

I would have thought that for the currently-C/C++ high-end projects you're talking about, that most of those libraries are ones specifically designed for high-performance games in the first place (ex: Havok, anything from "RAD Game Tools", etc). Or at least with high-performance real-time in mind (ex: fmod). Is that not entirely so?

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