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 c
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 do
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 your
I'm in the same boat. I do games. But I love D's syntax and
template power. So I'm doing a full experiment.
Honestly, if D is that big a liability, you'll encounter it long
before it's "too late" to port it to C++.
Last night I had stuttering issues, but I realized there was a
single, C-func
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
wi
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 commun
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 experienc
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 wh
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 s
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 ht
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)
Don't let the GC
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 coul
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 witho
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 ful
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 think
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