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Re:Measuring GC latencies in Haskell, OCaml, Racket by jakevn on Monday December 05, 2016 @12:12PM (#13106979)
And in Unity3d, the GC is actually very problematic. For complex games, you need to focus on zero-allocation or there will be noticeable pauses. (See Kerbal Space Program) Object pooling is the way to go here.
Re:Measuring GC latencies in Haskell, OCaml, Racket by nightski on Monday December 05, 2016 @02:13PM (#13108323)
I don't know if "problematic" is the right word seeing as even with manual memory management you have to do the same techniques. The problem is with allocation/destruction in general within the core loop.
Re:Measuring GC latencies in Haskell, OCaml, Racket by yoklov on Monday December 05, 2016 @05:17PM (#13110262)
It's more problematic in languages that encourage allocation since you have to work more to avoid it.

I've done game development in C++, C#, and JS, and I had to worry about memory management far more in JS than in C# or C++, simply because even something as innocent as adding two vec3s requires you come up with a space for the result first, if you want to avoid gc hitches.

C#'s struct types help here, but it still has plenty of its features increase GC pressure.

Re:Measuring GC latencies in Haskell, OCaml, Racket by pjmlp on Monday December 05, 2016 @01:32PM (#13107895)
A consequence of a pre-historic Mono implementation.