On Tuesday, 14 October 2014 at 20:41:25 UTC, Nick Sabalausky wrote:
On 09/30/2014 04:48 AM, Szymon Gatner wrote:
On Monday, 29 September 2014 at 20:15:06 UTC, bachmeier wrote:
On Monday, 29 September 2014 at 10:00:27 UTC, Szymon Gatner wrote:


Is that all it would take? Do you also need a GC-free standard
library, which seems to be the need of all the others saying "do this
and I'll switch from C++"? Are the tools good enough?

Considered how many games (and I don't mean indie anymore, but for example Blizzard's Heartstone) are now created in Unity which uses not only GC but runs in Mono I am very skeptical of anybody claiming GC is a
no-go for games.

The whole "Unity3D == Mono" thing is a somewhat inaccurate misconception.

Unity3D's engine (ie, the real workhorse of any Unity3D game) is written in plain old native C++. So not *necessarily* GC (though they might still use one internally, I wouldn't know).

Only the game-specific scripts (and I *think* the Unity3D Editor) actually run on Mono. And even then, the game scripts *are* able to call into C-linkage stuff, which *is* occasionally done to work around performance issues within game scripts.

Also, I imagine Mono's GC is probably quite a bit better than D's currently is.

Yeah, but on the other hand there are quite a few small studios living off Air, LibGDX/jMonkeyEngine and XNA/MonoGame.

Which is an area where D could also appeal to indies.

One needs to start somewhere.

--
Paulo

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