On Wednesday, 15 July 2015 at 08:43:53 UTC, rsw0x wrote:
I actuallly don't think low latency GCs are that great for
gamedev because they not only have far lower throughput, but
reduce the overall performance of the application.
What I meant was:
1. Low latency GC are good for responsive web services that keep
evolving over time. Makes development easy.
2. Linear typing is good for focused low memory
usage/computational demanding web services. Makes memory related
mistakes difficult/impossible.
It will probably take years to work either alternative into D.
Thus:
3. A simpler memory model (like C++) is more realistic, but not
really attractive for a web service as it is less robust. Yet,
many game devs are used to it.
So maybe Weaselcat is right in saying that gamedev is the better
"sizeable market" that D could aim for.
That was my point ;)
A high throughput GC that could complete in a few frames would
probably be better, IMO.
Yes, I think one only need a local GC for gameworld
objects/NPCs/AI/scripting, so a GC could be limited to a specific
graph/allocator right after execution when the memory is hot
(programmer guaranteeing that there are no unregistered external
pointers). It could indeed complete quickly for many game worlds.