On Monday, 9 April 2018 at 01:01:18 UTC, Chris Katko wrote:
Why... associative arrays? Wouldn't that become expensive when
you hit 1,000s, or 10,000's of objects, for something as tiny
as a coordinate (two or three floats) lookup?
Well, that's the other reason why I was looking for a different
On Monday, 9 April 2018 at 00:25:21 UTC, solidstate1991 wrote:
On Saturday, 24 February 2018 at 07:12:21 UTC, Guillaume Piolat
wrote:
From my experience a combination of the following is necessary:
- not having the audio thread registered
- using pools aggressively for game entities
Also you
On Saturday, 24 February 2018 at 07:12:21 UTC, Guillaume Piolat
wrote:
From my experience a combination of the following is necessary:
- not having the audio thread registered
- using pools aggressively for game entities
Also you can save a lot of clockcycles if you put @nogc
everywhere you
gc causes unpredictabilities in performance*. With games it tends to be
worst case performance that matters.
I would reccomend using std.experimental.allocator (even if you still use
the default GC backed allocator). This will allow you to swap out your
allocator for a more specialised one as
On Friday, 23 February 2018 at 03:25:33 UTC, Norm wrote:
On Friday, 23 February 2018 at 01:54:07 UTC, Leonardo wrote:
Hi, I'm new to language and games.
Many people say that GC is bad and can slow down your project
in some moments.
What can happen if I create a game using D without worrying
On Saturday, 24 February 2018 at 07:12:21 UTC, Guillaume Piolat
wrote:
From my experience a combination of the following is necessary:
- not having the audio thread registered
- using pools aggressively for game entities
I'll read the resources you gave.
Thanks for the all answers. Great
On Friday, 23 February 2018 at 01:54:07 UTC, Leonardo wrote:
Hi, I'm new to language and games.
Many people say that GC is bad and can slow down your project
in some moments.
What can happen if I create a game using D without worrying
with memory management?
(using full GC)
From my
On Friday, 23 February 2018 at 01:54:07 UTC, Leonardo wrote:
What can happen if I create a game using D without worrying
with memory management?
(using full GC)
If you do not worry about memory management at all, it will
probably lead to a need to redesign your game. And that's
regardless
On Friday, 23 February 2018 at 01:54:07 UTC, Leonardo wrote:
Hi, I'm new to language and games.
Many people say that GC is bad and can slow down your project
in some moments.
What can happen if I create a game using D without worrying
with memory management?
(using full GC)
Most people who
On Friday, 23 February 2018 at 01:54:07 UTC, Leonardo wrote:
Hi, I'm new to language and games.
Many people say that GC is bad and can slow down your project
in some moments.
What can happen if I create a game using D without worrying
with memory management?
(using full GC)
Have a look at
prevent you from writing a game in D. D is the
most flexible language I have ever used; you just need to learn
how to deal with the GC in your game.
Jonathan M. Davis gave you some good advice and explained the
fundamental problem with the GC in real time games (the potential
for pauses
On Friday, 23 February 2018 at 01:54:07 UTC, Leonardo wrote:
What can happen if I create a game using D without worrying
with memory management?
(using full GC)
It depends what kind of game it is and how sloppy your code is in
general.
Every game I have written in D i don't think about it,
On Friday, 23 February 2018 at 02:16:38 UTC, Jonathan M Davis
wrote:
The GC won't slow down your code in general (in fact, it will
probably speed it up in comparison to reference counting), but
whenever the GC does a collection, that means that it stops all
threads that it manages. So, you
On Friday, 23 February 2018 at 02:02:12 UTC, StickYourLeftFootIn
wrote:
On Friday, 23 February 2018 at 01:54:07 UTC, Leonardo wrote:
Hi, I'm new to language and games.
Many people say that GC is bad and can slow down your project
in some moments.
What can happen if I create a game using D
On Friday, February 23, 2018 01:54:07 Leonardo via Digitalmars-d-learn
wrote:
> Hi, I'm new to language and games.
> Many people say that GC is bad and can slow down your project in
> some moments.
> What can happen if I create a game using D without worrying with
> memory management?
> (using
On Friday, 23 February 2018 at 01:54:07 UTC, Leonardo wrote:
Hi, I'm new to language and games.
Many people say that GC is bad and can slow down your project
in some moments.
What can happen if I create a game using D without worrying
with memory management?
(using full GC)
What do you
Hi, I'm new to language and games.
Many people say that GC is bad and can slow down your project in
some moments.
What can happen if I create a game using D without worrying with
memory management?
(using full GC)
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