Re:Using D to Create the World’s Fastest File System
by jdright on Wednesday December 05, 2018 @01:23PM
(#18610954)
emphasis on gameplay code. And even there, if you target 60fps (sure a minority of developers), then GC is a liability at best.
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Re:Using D to Create the World’s Fastest File System
by pjmlp on Wednesday December 05, 2018 @01:53PM
(#18611243)
But that is exactly the point. One should not constrain productivity just based on hypothetical goals, web scale and such similar arguments.
Doing the next Fortnite, Crysis or ground breaking AR/VR/Ray Tracing? Sure, every ms/byte counts.
Doing a typical Flash like casual game, game prototypes at Ludum Dare, participating at IGF? Having a GC around isn't the biggest concern.
Re:Using D to Create the World’s Fastest File System
by derefr on Wednesday December 05, 2018 @06:28PM
(#18613830)
> Doing a typical Flash like casual game, game prototypes at Ludum Dare, participating at IGF? Having a GC around isn't the biggest concern.
But for those cases, what would move you to use D instead of an entirely memory-safe language like Python or Lua?
To justify using D for games, you'd need to find a use-case where speed (e.g. targeting 60fps) is high-priority enough to be writing a lot of low-level code; and yet, where "having a CG around" still won't cause problems. Can you think of one?