News for hackers. Stuff that matters.
Re:Why I Write Games in C (yes, C) by PavlovsCat on Sunday September 22, 2019 @12:04AM (#21039602)
> what I find so deeply frustrating is that the argument that GC can't work in a game engine is never qualified

The program having a say in how the GC behaves would be one requirement IMO.

> you could run a GC on every single frame and use less than 3% of your frame budget on the GC pause

Could I? In what languages?

Re:Why I Write Games in C (yes, C) by zemo on Sunday September 22, 2019 @01:07AM (#21039776)
not sure about other managed runtimes but in Go you can disable the automated GC scheduling and schedule it yourself. The GC runs in sub-millisecond time. https://blog.golang.org/ismmkeynote

the point isn't "Go is good enough", because I don't know if it is because the requirements are not stated particularly clearly. If the GC took zero time, duh, it would work and people could use it, it would save them some error cases and make their programming lives easier. If the GC took 3 seconds, it doesn't work. There exists some latency value under which a GC is fast enough that there's no sane argument for -not- using it. What is that value? That's the question at hand.

Re:Why I Write Games in C (yes, C) by PavlovsCat on Sunday September 22, 2019 @10:27AM (#21041496)
The question is control; not just total latency, but when exactly it occurs.