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For games generally you want zero allocations or frees during gameplay. For a GC'd language you want to avoid the collector running during gameplay.

Having done both they are remarkably similar. Lots of pooling and pre-allocation. Most GC based languages are a bit harder both because they tend not to give you a chunk of memory you can do whatever with and require a lot of knowledge about which parts will allocate behind your back. It's also harder to achieve because you typically get no say when the collector will run.

There are loads of commercial games that pay no attention to this though written in both kinds of language.



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