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Re:Why I Write Games in C (yes, C) by weberc2 on Saturday September 21, 2019 @08:55PM (#21038926)
What is Unity’s STW time? Is it optimized for latency? If not, you’re using the wrong collector. The pain point it solves is time spent debugging memory issues and generally a slower pace of development, but of course if you’re using a collector optimized for throughout, you’ll have a bad time. Further, a low-latency GC will pay off more for people who haven’t been using C or C++ for 10 years than those who have.
Re:Why I Write Games in C (yes, C) by gameswithgo on Saturday September 21, 2019 @09:28PM (#21039043)
It is very nice to say that, in theory, a GC could work very well for performance demanding games. But until someone builds that GC, in an environment where everything else is suitable for games also, it is academic. We can't actually build a game with a theoretical ecosystem.
Re:Why I Write Games in C (yes, C) by weberc2 on Sunday September 22, 2019 @10:43AM (#21041573)
Of course, this is a theoretical conversation. My point is that you don’t refute the claim, “low latency GCs are suitable for game dev” with “I used a high latency GC and had a bad time”. Nor do you conclude that GCs inherently introduce latency issues based on a bad experience with a high latency GC. There is neither theory nor experiment that supports the claim that GCs are inherently unsuitable for game dev.