Re:Veloren – Open-source MMORPG written in Rust
by zesterer on Friday February 05, 2021 @01:55PM
(#26039849)
> In the Unity games I’ve played GC doesn’t seem to be much of an issue
Remember that all of the 'hot' code is internal to Unity and is not written in C#. C# basically just takes on the role of a particularly powerful scripting language and isn't dealing with cleaning up huge amounts of data as would be the case for anything dealing with assets directly.
Re:Veloren – Open-source MMORPG written in Rust
by adamnemecek on Friday February 05, 2021 @02:42PM
(#26040359)
It's very easy for it to become an issue if a game was written in Unity though. It tends to be really sluggish. E.g. Disco Elysium (amazing game) but the load screens were too much.
Re:Veloren – Open-source MMORPG written in Rust
by imtringued on Friday February 05, 2021 @06:10PM
(#26042384)
I don't know why but performance issues have become very common in modern games. Lots of games fail to scale to significant multiplayer populations. I still remember playing San Andreas Multiplayer/Multi Theft Auto and Just Cause 2 Multiplayer. In all three the multiplayer support is provided by a third party mod and they still managed to scale to hundreds of players per server.
I use C# (.NET) daily and I think it’s great for game development, but Rust certainly has its own advantages.