Re:Kerbal Space Program Acquired by Take-Two Interactive
by bananaboy on Wednesday May 31, 2017 @07:33PM
(#14456759)
It's easy to fall into the trap of doing things the simple way or the unity way. To avoid it you have to go out of your way a bit and apply the same rigour as if you were writing your own engine.
Re:Kerbal Space Program Acquired by Take-Two Interactive
by jimmaswell on Wednesday May 31, 2017 @08:20PM
(#14456966)
Not making heap allocations in loops/Update and favoring object reuse really isn't comparable to writing your own engine.
Re:Kerbal Space Program Acquired by Take-Two Interactive
by bananaboy on Wednesday June 07, 2017 @09:53AM
(#14506428)
I didn't say it was. I'm just saying that you can't allocate and instantiate all over the shop just because it's a GC language.
Re:Kerbal Space Program Acquired by Take-Two Interactive
by jimmaswell on Wednesday May 31, 2017 @08:21PM
(#14456969)
I've never encountered a stuttering issue in any Unity game I've played.
Cities:Skylines has the same GC stutters.