On 11/30/2011 03:58 PM, bigsandwich wrote:

"Usually garbage collected" in the case of Unreal refers to Unreal
Script which is not C++ at all.  Its a language similar to Java that
is compiled into bytecode.

It doesn't say that in the slides. It says that they use C++ *and* script code. The slides are also talking about Gears of War, too, not just Unreal.

Most games use allocations schemes for different parts of the game,
including garbage collection.

Which just repeats what I said, "I assume by this he means that for C++ the developers end up writing their own garbage collector inside the program."

You wouldn't want to use GC in performance critical code anyway, so
it probably doesn't matter that its that slow.

Check the slides again. It has to run at 30-60 frames per second. This is "soft" real-time.

What does matter is having a way to isolate GC to the few libraries
where your willing to pay for it and turn it off for everything
else.

Interestingly enough, under Musings he says, "Memory model: Garbage collection should be the only option". Real-time garbage collection that actually works well in a game setting would be the ideal.

Reply via email to