There are soft realtime GCs like you describe, but I believe they're all 
incremental. I don't know that approach is compatible with D. 

Sent from my iPhone

On Aug 31, 2011, at 10:35 PM, Josh Simmons <[email protected]> wrote:

> On Thu, Sep 1, 2011 at 3:23 PM, Walter Bright
> <[email protected]> wrote:
>> 
>> And note that if you've got hard real time constraints, you cannot even use
>> malloc/free, as they do not run in bounded time.
>> 
> 
> They're generally avoided in game code anyway because they're slow.
> 
> Games don't have hard real time constraints though in the strictest
> sense, but you have a fixed budget with which to work all game logic
> and rendering having the GC kick in at the wrong time or run a bit
> longer than expected can lead to very nasty frame drops. You really
> need to be able to say when you want the GC to run, and how long
> you're willing to give it to execute.

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